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It’s interesting to think about the constraints that bring about a level of self-narrative in games. Here you point out the graphics, and I think mostly textual
by thom 6y ago
It’s interesting to think about the constraints that bring about a level of self-narrative in games. Here you point out the graphics, and I think mostly textual games like the Football Manager series also evoke these feelings. But on the flip side I think a lot of modern open world games are a response to the very constrained paths and mazes of the some eras of first person shooter, giving players back the ability to follow their own story to an extent.
I think RPGs especially have paid a big price as fidelity has gone up. The move to voice acting lost us rich, broad textual interactions with every NPC, the waypoints-and-cutscenes that give us almost film-like narratives mean that role play is now largely limited to a small number of paths (good/evil or strong/stealthy). The complexity of these games has really gone down overall, and while they’re often wonderful storytelling experiences you’re right it’s far less _your_ story in many modern games.
- slothtrop 6y agoVoice cutscenes everywhere is the worst thing to ever happen to rpgs. It slows the pace down to a crawl. Granted, there was some archaic gameplay design from the old days that felt slow too and has since largely been dispensed with, but I think it pales in impact. Even AAA action-adventure games are now like watching interactive tv.