[QUOTE=ThePilgrim101;294884]No. The “story” is still the predetermined (in a broad sense) path by which certain events occur and the plot expands to a finish.
[B]Story is predetermined, yes. What I was referring to are story arcs and character arcs. These are crucial points that drive the story or character. Without them, you really can’t have a “story”. These are typically the dramatic moments that propel a story.
Example: Act 1: Thor goes and defies his father’s wishes to over take King Laufe at his home world Jotunheim. Story arc and character arc is now being played out.
However, the entire story stops while the fight between Thor and the Frost Giants play out until we see a victor. Thor wins and then returns to the father who then banishes Thor out of Asgard for going against his wishes. Because of his actions he propelled the story in this direction.
Fast forward passed Act 2 to Thor finding humility ultimately granting him access back into Asgard, story and character arc finished. Story wraps up in act three, the conclusion. [/B]
The gameplay is you actually playing during those moments.
You typically play out the story and character arcs.
The two are not synonymous. The story from a movie and the story from a video-game can be referenced completely without touching on the actual medium; the gameplay is the extension of the actual medium.
Yes to some extent but are still have to propel the story by defeating a boss character (or bot, whatever works). If defeating that character is crucial part to the story (arcs included) then it must happen and you must win.
It doesn’t matter if the player decides attributes. You’re basically talking about RPGs and other RPG-like things to make your case, however, even in RPG games there is still a story that is (again, broadly defined) predetermined for you. The ending of Mass Effect 2 dictates certain endings – you don’t have the choice of making love to the reapers and living happily ever after.
Yes but the character arc is what I’m talking about. You pick and choose how you wish to play; either good or bad. You propel the story to its end.
Gameplay boils down to what you actually do to play the game, and when it comes to singleplayer, this still means fighting bots. You may not like it, but at the end of the day, when you beat the bad guy on Call of Duty, you’re only killing a bot. Likewise, when you take down aliens in Crysis 2, you’re still taking down a bot. At the end of the day, for SP games, your basic combat (assuming we’re playing a combat driven game) comes down to how well you do against a bot.
Yes and this propels the story forward. Unfortunately there’s no alternative if you happen to fail. You must beat the boss or the story (story arcs and character arcs included) stops.
SP combat is simply just beating bots. That’s just the core gameplay.
In terms of combat yes. What else is there? You could beat puzzles depending on what the game’s core game play is.
It doesn’t matter how good the story is because that’s just not part of the actual gameplay. There is more to gameplay than fighting bots, but that is the core of almost every SP gameplay out there.
And this is where I believe Brink is trying to define itself. They want the story arcs to be played out between the online community. Who will win? The resistance or the security? Either way, the outcome of the story is up in the air until there’s a victor.
Would you consider the story lacking if the enemy couldn’t aim their gun correctly? Would you consider the gameplay lacking if the story was about another PMC that was secretly evil?
It would certainly help the immersion or the believability of why those things are happening. In SP games today, you run into “bot’s” friendly fire and nothing happens. You run into friendly fire online someone blurts out “get out of the way you…****”. You either a) apologize and move on, or b) say “up yours.” Depending on the individual who you’ve just crossed their line of fire, they could become even more pissed and therefor a dynamic change has happened. You now have a friendly who is now an enemy. A story is now being played out, well that is until the 15 minutes are over and the game is finished.
[B]What if a game integrated those experiences? How immersive will those games be then? That’s why games are a more unique than movies. Currently there’s a set formula but eventually humans will be playing the “bad guys” and ultimately create the set for the “good guys” to take place in. Afterall that’s why they call them antagonists. By becoming the antagonizer to lure the hero out of hiding. Could we see the hero lose? Would melo-drama cease to exist entirely? Could we see the antagonists’ as the heroes instead?
All these can be played out. Eventually…
But to answer your question, currently no. Gameplay and story are separate because there’s a set formula that’s been rehashed over and over and over again. But that’s why I’ve said before that immersion is the key word. IF they could blur the two, the gameplay could eventually change the story. [/B]
Gameplay =/= Story[/QUOTE]
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