An interactive story precursor.
I am playing Fahrenheit (or Indigo Prophecy in the USA), which apparently was the most successful commercial attempt to break the linearity of in-game storytelling. I am yet to prove that your actions have real "consequences" in game, or if the feeling of urgency and real decision making is just created by the "constant" tick of the clock sensation. I still am in the first round but something tells me that the sequence, order, content of the scenes is not affected by what you do in game. Elements of theses scenes are, I already noticed that, but the world doesn't seem as persistent as it is supposed to be.
Failing (Game Over) is a big part of this game, this goes against what I believe would be a rewarding complete story. Having the story to end abruptly when you fail to complete a sequence of action still leaves the story unfinished. In the first scene, if you fail to leave the bathroom in time, you go to jail, and game over is upon you. The character says something like, "This is how my story end, the police found blood on my clothes and I was send to jail for life, boo-hoo".
In my opinion, this is not a satisfactory complete story. Of course, you could could say that "guy kills another guy, goes to jail, end of story". It is complete, but its not satisfactory. You want to know why you want to go forward, you want this to be a complete story, not some news headlines.
In this sense, game over should be completely banned from the game. No matter what you do, you will get the whole of your story, no matter where the story leads you.
Maybe, Crawford is right. Maybe a game is a game, end of story, he says and I quote "computer games are about winning, while Interactive Storytelling is about dramatic resolution".
But I still believe we can use consoles' hardware to create an "interactive storytelling" and ship it in a disc, and sell it as a game. Fahrenheit is almost there. but not quite.
So I'm on David Cage's side "Interactivity is still in its infancy. There is still everything to invent".
So let's get to work
Failing (Game Over) is a big part of this game, this goes against what I believe would be a rewarding complete story. Having the story to end abruptly when you fail to complete a sequence of action still leaves the story unfinished. In the first scene, if you fail to leave the bathroom in time, you go to jail, and game over is upon you. The character says something like, "This is how my story end, the police found blood on my clothes and I was send to jail for life, boo-hoo".
In my opinion, this is not a satisfactory complete story. Of course, you could could say that "guy kills another guy, goes to jail, end of story". It is complete, but its not satisfactory. You want to know why you want to go forward, you want this to be a complete story, not some news headlines.
In this sense, game over should be completely banned from the game. No matter what you do, you will get the whole of your story, no matter where the story leads you.
Maybe, Crawford is right. Maybe a game is a game, end of story, he says and I quote "computer games are about winning, while Interactive Storytelling is about dramatic resolution".
But I still believe we can use consoles' hardware to create an "interactive storytelling" and ship it in a disc, and sell it as a game. Fahrenheit is almost there. but not quite.
So I'm on David Cage's side "Interactivity is still in its infancy. There is still everything to invent".
So let's get to work
Labels: Interactive Narratives, Storytelling












