ET:QW = no story (good game thought)
Brink = The same (no story)
Am I wrong or SD doesn’t make stories to their games ?
I like games that has story to immerse you in it… you ?
edit: here i mean a SP & CoOp campaign mode with a story in the game
ET:QW = no story (good game thought)
Brink = The same (no story)
Am I wrong or SD doesn’t make stories to their games ?
I like games that has story to immerse you in it… you ?
edit: here i mean a SP & CoOp campaign mode with a story in the game
SD games are multiplayer focused, so story line aren’t required, although Brink does have a story of sort but didn’t help at all to make the game a success.
“Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.” - John Carmack
[QUOTE=DarkangelUK;402570]“Story in a game is like a story in a porn movie. It’s expected to be there, but it’s not that important.” - John Carmack[/QUOTE]
For me, a story is only important in single player. Be difficult, if not impossible, to have a story in a multiplayer game (especially an FPS). It would be a constantly repeated and forever changing story.
In fact I would like games with a SP & Co-op campaign mode with a real story… and a MP like usual but not too usual .
MP mode are usualy the most criticized part of the game it has to be very good
What’s so strong about ET is that the matches themselves usually form a really strong narrative. Rather than COD or BF or TF where every match basically plays out the same, in ETQW you can describe a match to a friend and he’ll get a good idea of just what you did.
Do I want a good story? Meh, most stories in games serve to great a compelling background to immerse yourself in and most of the time that background is a ruined apocalyptic warzone anyway. I rather have a nice sandbox with some flexible but elegant rules granting you the freedom to make your own distinctive stories. It sounds corny but that’s the kind of thing you get when you allow players to disguise as the enemy, give them all kinds of weird technology, call in air support/supplies and let them use vehicles and deployables.
[QUOTE=tokamak;402580]What’s so strong about ET is that the matches themselves usually form a really strong narrative. Rather than COD or BF or TF where every match basically plays out the same, in ETQW you can describe a match to a friend and he’ll get a good idea of just what you did.
Do I want a good story? Meh, most stories in games serve to great a compelling background to immerse yourself in and most of the time that background is a ruined apocalyptic warzone anyway. I rather have a nice sandbox with some flexible but elegant rules granting you the freedom to make your own distinctive stories. It sounds corny but that’s the kind of thing you get when you allow players to disguise as the enemy, give them all kinds of weird technology, call in air support/supplies and let them use vehicles and deployables.[/QUOTE]
you just described the perfect MMO FPS, but for a game like etqw or even ET that won’t work with open world depending of the game mode (capture the flag, conquest, objective and etc).
Wrong!
ETQW has a story. For those who don’t know it:
Stroggs want to take over earth, but the GDF have an objection against that. End. (Btw, genius writing from the SD guy who did it, seriously! )
To be honest, such stories are enough to create an awesome game.
I wouldn’t even mind stories like “Tapirs defend the magic flower against the evil penguins who want to steal it”. A story in a multiplayer fps cares so much as the next camp or die.
Yes, its important
No, SD does not leave out “story”. Ironically, the backstory is so well integrated into ETQW, that you believe there is no story.
Just one example is “stroyant”. Replace it with a nondescript, “energy cell” and the game would definitely not feel or be the same. Other examples include, the race specific AI dialogue, billboards, the act of calling down turrets, and many more. I believe an effective story is one key hallmark of successful game design.
instant deep context - http://au.pc.gamespy.com/pc/enemy-territory-quake-wars/753215p1.html
But in terms of storytelling, this isnt deep at all. Its still hugging the hooker territory cough
My initial question would be why you think Brink had no story, but I suppose you clarified that. And everybody seems to have given the answer already anyway.
But to put it simply, it’s not our area of specialisation, nor particular interest. We’re a multiplayer developer first and foremost, and believe that players ultimately create the story that matters most to them. Fortunately, there are a lot of studios who excel in creating immersive, narrative-driven games!
Didn’t vote.
For a multiplayer game the story MUST be what happens during the game as defined by the players. The design should facilitate this, even build on it with screenshot/demo/movie tools. For an MP game, that will be played over and over a narrative is going to get old fast.
That said, it is important to have a believable world. For that you need to have some definition and description. I think Valve did this perfectly with L4D where there is a very rich world to explore but hardly any narrative thrust upon you.
So no I don’t think it’s important to tell a story in MP but I do think it’s important to have MP exist within a consistent and understood world. That can be as simple as Q3’s intro video of people competing in some uber tournament or as intricate and subtle as L4Ds graffiti and character jabber.
ok you proved me that I was wrong …ETQW and Brink has a sort of Stories .
It’s kind like of Star war movies …not starting by a Beginning but plunged you in an episode in time of the whole Story through MP mode.
I wish these games with possible futur sequels (et:qw2 ,Brink2) Bring us deeply in the whole story through a new episode in time which will immerse ourselves even more as SP mode is not an option …for now
Will you do that SD ?
We can’t really answer this… ultimately, this is dictated by demand. We do put a lot of time into creating cohesive universes for our games, because it gives them a bit more credibility at a sometimes subliminal level, and makes it easier to expand on if there is demand for it later down the road.
If enough people wanted a QuakeWars or Brink novel, I’m sure Ed could be coerced into it. :magicpony:
[QUOTE=Exedore;402614]We can’t really answer this… ultimately, this is dictated by demand. We do put a lot of time into creating cohesive universes for our games, because it gives them a bit more credibility at a sometimes subliminal level, and makes it easier to expand on if there is demand for it later down the road.
If enough people wanted a QuakeWars or Brink novel, I’m sure Ed could be coerced into it. :magicpony:[/QUOTE]
nah! no books im a visual
Would DLCs could be a way to add new stories contents?
The ultimate fps is an open world sandbox, with EVE like factions who fight over strategically valuable points where players can construct their own bastions with a really simple modular prefab system to which other teams can lay siege.
In the end such games will arise once the stronger servers enter the market. The Brink universe actually already has the advantage of taking place on an ocean which is something that requires substantially less performance than an actually ground-based world. There could be more arks, floatillas, ships and whatever drifting about in the ocean that can be customised, defended and raided by players.