Original Post
Everything anyone has ever said about the role of Story in Games is wrong. That goes for me too. Read this, and then you''ll see what I mean:
A Role-Playing Game is not a game.
There are two forces at work here. Game and Story. They ARE NOT OPPOSITE. These two forces both exist in pure forms; tetris and Fiction. Somewhere along the line, somebody mixed the two. We put a story around a game, or a game in a story, however you want to view it. What we found is that the game got better because it had a CONTEXT, and the story got better because it had a CHANCE OF FAILURE.
I reiterate: They are not opposite. No gameplay ever gets worse because there is more story around it if the story is any good. No story ever gets worse if the gameplay is any good. This idea is a crock of shit; Geoff Howland drawing abstract connections between concepts because he feels it should work that way.
Let''s try an example. An RPG is not a game. It is a game and a story; a story with games embedded in it; a game with a story around it. As much as I dislike Square, we will use Final Fantasy VII as an example because most people are familiar with it.
Take all of the combat and statistics out of FFVII. What''s left is something like a movie or a book. What you took out is the game. You complete the game by defeating the final boss. This causes the conclusion of the story. Game and Story are still not the same thing. They are still not opposites. They are symbiotic (if you don''t know what that means, go read a Spiderman comic...)
Now, you can certainly have varying degrees of game/story ratio! For example.
Tetris: Game 100% Story 0%
Tetris is a Game.
Quake III: Game: 99% Story: 1%
No Story doesn''t make it a bad game. Game and story aren''t related like that. Without a story, it does lose the CONTEXT, which made it somewhat more interesting to play alone or for long periods of time.
Ninja Gaiden: Game: 82% Story: 18%
Took a simple side-scroller and added cinemas between levels. This made the game more interesting by adding a CONTEXT. Or, you could say that it made the STORY more interesting since you added risk of Failure. I know that''s not really what they were thinking, but a game COULD be written that way.
Final Fantasy VII: Button Smashing: 20% Story: 80%
Here''s where the shift really happens. RPGs are usually considered Stories made more interesting by games. The game provides a risk of failure, but the purpose of running the application is to experience the story, augmented by the games.
Crime and Punishment: Game: 0% Story: 100%
This is a narrative. You finish it. You don''t beat it, succeed or fail.
This doesn''t really change anything. The game still needs to be a good game, the story needs to be a good story. If it''s straight game, no story. Straight story, no game.
Making good Gameplay is an art of it''s own. Making a good story has long been it''s own art. Making the two work together in a way that''s beneficial to both, that''s called the Art of making Video Games (read: not "games").
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"The unexamined life is not worth living."
-Socrates
"Question everything. Especially Landfish."
-Matt