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The Missing Story, Who is to Blame?
RPGDot's third anniversary
It has been three years since RPGDot's first appearance on
the web. In order to celebrate this we asked our visitors
to write something for us. Something related to RPG's. Not
because it is time to do something back for us, but because
we want to put our visitors in the spotlight as they made
us into what we are now. If they didn't keep on visiting us
and encouraged us to keep on going, we might not have lasted
these 3 years. We can't ask all our visitors to write something
of course, so we asked a few out of the large number of visitors
we have. And if any of you feel left out, RPGDot has always
been open to reader submissions ;-)
This third day we have a story from
Suicidal Cockroach a frequent visitor on our forums, who gives
us his opinion on who is responsible for the lack of a solid
story in many RPG's.
From Planescape...
I had originally intended this article to be about my personal
favorite video game Planescape: Torment, I asked my self why
this game stood out in my mind above all others. Was it the
graphics, the morbid style, the thought of Sigil; a place
with infinite portals to infinite worlds with infinite possibilities,
these all added to my enjoyment but they were not the core
reason.
Was it the combat? I think combat can make or break an RPG,
and I like the D&D style, but I've seen better combat
in other games. Was it the fact that the game appeared to
be very heavily influenced by one of my favorite books ‘Pages
of Pain' by Troy Denning, this is why I bought the games
in the first place, but not why I enjoyed it so much.
The reason this game stood out to me was the fact that it
had a deeper and more meaningful storyline than any other
game I had or have since played. As I said before, I had intended
this article to be about my favorite game, this is after all
a gaming site, however the more I thought about the game the
more I realized there was a larger issue at hand. If this
game was so good because of it's story, then why aren't
there more games with meaningful stories?
The other day I posted the following question on the forums:
"Do the game companies just not give us the deep/meaningful
storylines we want, or have we become so attracted to the
instant gratification of most games that we've stopped asking
for the stories? Who is to blame us, them, or both?".
Within a couple of hours there were ten votes: one for us,
three for them, and six for both. There have been some interesting
responses as well, some of which I will quote in this article.
This is however an editorial not a news story, so it is not
my job to tell you what the truth of the matter is (I am far
from qualified to do that), but to instead give you my opinion
and throw in a few facts on the way. But, my opinion has changed
twice already in the last day, and I can't be sure that
it won't change again in the process of writing this.
So for now I'll save my opinion until the end.
...and Diablo...
Before I talked briefly about PS: Torment, so now onto it's
counterpart on this issue, Diablo. Both Diablos, one and two,
have been insanely popular and have no doubt made Blizzard
a very large amount of money. The storyline of both games
was that Diablo and his siblings have escaped and are causing
havoc, and at various points through out the game people,
like Cain, will tell you that some demon is in the area and
you should go kill it. Now, I will admit I bought and enjoyed
both games; I think, they were very well made, and are perhaps
the greatest games in the action/RPG sub-genre. But if the
Diablos have no real story, then why do we fans of Role Playing
Games like them?
The only role involved is of a guy that hacks at everything
in site or a mage that does the same with fireballs. The combat
is fun, but all of the strengths of the Diablos could be accomplished
by simply creating an FPS with a highly customizable character,
which is something I'm surprised we don't see more
of. Perhaps a similar argument could be made for FPS fans
as to why they don't have Diablo style customization
in their games.
I've also found that there are many games that have
good story lines, but little depth. It is not always the storyline
that makes the story, I believe the most important part is
how the story itself affects those characters that are a part
of it. This was something the creators of Torment seemed to
understand well, for each NPC that joined you had a story
and they sacrificed a great deal in order to follow you.
...to Baldur's Gate II
I'd like to use another game I very much enjoyed as an
example. Baldur's Gate 2. The plot is that an evil sorcerer
has stolen your very soul, as well as the soul of your half-sister
Imoen. This is a good idea for a story, and one that has a
great deal of promise, yet while the gameplay was very good
the story was not. Let me give some examples. During the game
there are several parts where Jon Irenicus, aka the evil sorcerer,
appears in your dreams and questions your very nature, yet
during the rest of the game the only affect having your soul
stolen has on you is that you feel a little dizzy and empty
sometimes, that and you turn into The Slayer. My character
was of good alignment, he was part thief so he stole, but
he gave back to people in other ways and generally believed
in doing good things as often as possible. Yet when he turned
into an ancient avatar of evil and murder, aside for the initial
shock value, he just seemed to take it in stride like it was
no big deal.
Another good example is Minsc. Anyone who has played the
game knows that Minsc is mentally unstable, from receiving
to many blows to the head. Minsc has also lost his witch,
the woman he has guarded for so long, who he must guard to
prove his manhood, the woman who is seemingly his oldest friend.
(She stated in the first game that she knew him before he
lost his mind and met Boo.) Yet aside from some initial remorse
he seems fairly unaffected by her death. Where is the despair,
the self doubt? What about Jaheira? She lost her husband;
she was initially shocked and saddened, but she said she would
morn his death when they escaped Irinicus' prison, yet
she never really did.
Other opinions
Before I get to my own opinion I will give you some of the
responses on the forums, this is so you can see a little from
multiple sides of the argument.
Ekim: In my opinion, we are also BOTH responsible
for the lack of depth in stories. See, my opinion is that
game developpers first started to give us that type of thin
games. We bought them. We put them on pedestals and claimed
them to be great games (and sometimes they are, admitedly),
which prompted the developers to create more of them.'...'It's
kind of like a vicious circle.'
Val: look at how many copies of Diablo 2 that have
sold then look at how many copies of Planescape: Torment
that have sold.
Ekim: I think that advertising is to blame in this
case though.'...'D2 on the other hand, was a very
anticipated game, and it would have sold like cupcakes even
if it had been crap.
Joey Nipps: My feeling is that "they"
are responsible.'...'First, it is fairly easy
to see from discussions on this forum site and others around
that gamers (specifically those who play CRPGs at all) do
indeed want good stories that are not too linear (a high
degree of freedom). So since "we" are asking for
good stories, it is the responsibility of gaming companies
to produce these (rather than the thin, linear games that
are typically produced).
Ekim: Tell me, why would they want to spend more
money and more time to create a complexe game and develop
and deep story when they could spend half the time and money
creating a game that's fast pace and has a generic story
but will sell as much or maybe even more?
The point
Ok, now the real point of any editorial, the writer's
point of view. Originally I came to the conclusion that the
developers should make the best game they can, but that they
are still beholding to the bean counters, so they have to
make what we've been buying. So if we stop buying games
that don't have good stories than they will start making
better stories as policy. Therefore it is both our faults.
However there was one factor I had forgotten to take into
account, buyer's remorse. How many times have you bought
a game and then wished you hadn't. How many game companies
allow you to return a game you have opened and played if you
didn't like it? So how can you tell if you should buy
a game? There are reviews, but most reviewers gave Gothic
a moderate to poor review and that seems to be one of the
most popular games among users of this site, or at least it's
forums. You can check the website for information from the
developer or publisher, but they profit from each sale.
There are demos. One day I downloaded the demo of Simgolf
because I was bored, even though the game didn't look
that good to me. The demo was surprisingly fun, but it was
very short and I quickly did everything it would let me do
so I bought the game. The full version turned out to be no
better than the demo, and I was bored with it by the end of
the first day. I tried the demo of Wolfenstein and didn't
think it was very good, but one day I saw it on sale and bought
it anyway so I could play the multiplayer, and I really enjoyed
the full version even the single player campaign.
So there really is no accurate way to tell if you are going
to like a game or not until you play it. As long as that is
the case, and companies take the advice of bean counters over
the opinions of proven developers and fans, I believe that
the responsibility for game content lays solely within the
hands of the game makers. While we could boycott buying games
until the games get better, since we don't know ahead
of time which are good and which are not, we would hurt the
good ones as much as the bad. And as long as we love playing
videogames, we will buy whatever the best ones on the shelf
are. We can only tell the companies what we like but as long
as they listen to the accountants more than they listen to
us, the responsibility of creating great games is theirs.
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