Category Archives: story in games

Drama and Choice in Games

An interesting blog discussion is forming between TRC (over at Tales of the Rampant Coyote) and Scorpia (over at her lair) about the apparent conflict between drama and fun in games, and the differences between heroes in movies (who often start off as accomplished heroes) and heroes in games (who typically must work their way up from the embarrassment of “level one”).

Mostly, the two points being made are that (1) conventional stories where the protagonist or hero never suffers setbacks or defeats are dull, and (2) games typically allow players to proceed through the game story without having to suffer these setbacks (mostly via save and reload). The player’s constant desire to win — and the ever-present ability to save and restore [More...] Read the rest

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You Want Art With Those Games? (Part 2)

This is the second part of a series of blogs that aim to contribute yet more internet detritus to everybody’s favorite age-old argument: Seriously, are computer games an art form?

Part 2: “Games as Art” = “Games as Storytelling Medium”

In Part 1, I proposed that computer/videogames are not yet a true art form, but are capable of being one. To do so a game will need to come along that has a substantial impact on its players because of its beauty, insight, or emotional power, in the same manner as some of the successful works from other forms of traditional media like film, theater, or literature. Without a form-defining piece, the medium will likely continue to make some advances and convince some individuals, [More...] Read the rest

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You Want Art With Those Games?

This is the first part of a series of blogs that aim to contribute yet more internet detritus to everybody’s favorite age-old argument: Seriously, are computer games an art form?

Part 1: Games Are Not An Art Form

By now I would guess that most people with a finger on the pulse of the computer/videogame industry have the sense that there is a growing movement for this medium to be regarded as something more than a hollow, trivial pastime. The “Games as Art” debate has certainly been ongoing for some time now, and unfortunately for everyone I feel the burning need to chime in. Part of the argument that games are not, and perhaps never will be, considered a true art form is that the [More...] Read the rest

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More on Game Writers, Game Designers

As expected, the response to Adam Maxwell’s opinion piece that I mentioned previously has been swift and zealous. The article continued to elicit powerful responses on GameSetWatch, including an impressively long entry from Era, with this excerpt:

“Interactivity does not have to suffer from linearity. Interactivity does not equate to choice. Very common misconceptions plaguing both designers and people on the outside looking in. Our medium can be used for more than point/goal based competitions. We don’t have to have everything fit into the standard control schemes for platformers, action games, racers or shooters. We can restrict control just as the director restricts a camera to a specific scene. We can restrict the camera on top of control too, but don’t remove any of

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Game Writers, Game Designers

There’s an interesting blog tête-à-tête underway, triggered by a (perhaps intentionally) provocative opinion piece by Adam Maxwell over at GameSetWatch on “The Case Against Writers In The Games Industry.” In it, Adam makes an argument that writers are perhaps an unnecessary part of game development, and that game designers offer more bang for the buck, at least as far as he’s concerned:

“For the same price (sometimes cheaper, I’m sad to say), you can hire a designer who is also an unsung writing hero (they exist in far larger numbers than anyone wants to give the industry credit for) and when the story is done, that same designer can be there to throw his lot into the fire with the rest of the designers and

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