The Warring States of NPF

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Steel Shadow 02-02-2014 04:11 PM

Pretty short, too. Fun distraction for like 30 minutes, but it wasn't really worth as much as I paid. Oh well.

Aerozord 02-02-2014 07:06 PM

Quote:

Originally Posted by Krylo (Post 1238020)
You also pretty much summed up why I hate the 'interactive story' genre. It just kind of ignores like 99% of the things that make games games, and reduces them to choose your own adventure stories at best, and movies where you hold down W at worst.

whats wrong with choose your own adventure stories?

A Zarkin' Frood 02-03-2014 01:41 PM

Choose you're own adventure books? Not my thing but cool, I guess. Choose your own adventure games? You mean actual games with branching paths and stuff? That's awesome! Games in which you walk down a corridor until the voice in your head tells you to make a choice? Eh. EEeeeeh. No. I think it is both poorly executed and lacks any incentive to play aside from listening to a soothing voice. And that gets old quick. I didn't even get all the endings when I played it. I mean, it's a nice little distraction but it couldn't keep my attention. Mostly because you don't do anything aside from listening to a voice and occasionally go left or right or pull the plug out of the outlet. There's no freedom, there's no exploration there's no gameplay and there's nothing interesting to do. What it does could be just as well done in another medium only doing it in a game engine apparently makes it commentary on games or something all of a sudden, I dunno. If that's what it's intended to do then it failed on another level because there's no game.

Aerozord 02-05-2014 12:14 AM

Quote:

Originally Posted by A Zarkin' Frood (Post 1238039)
Choose you're own adventure books? Not my thing but cool, I guess. Choose your own adventure games? You mean actual games with branching paths and stuff? That's awesome! Games in which you walk down a corridor until the voice in your head tells you to make a choice? Eh. EEeeeeh. No. I think it is both poorly executed and lacks any incentive to play aside from listening to a soothing voice. And that gets old quick. I didn't even get all the endings when I played it. I mean, it's a nice little distraction but it couldn't keep my attention. Mostly because you don't do anything aside from listening to a voice and occasionally go left or right or pull the plug out of the outlet. There's no freedom, there's no exploration there's no gameplay and there's nothing interesting to do. What it does could be just as well done in another medium only doing it in a game engine apparently makes it commentary on games or something all of a sudden, I dunno. If that's what it's intended to do then it failed on another level because there's no game.

http://i295.photobucket.com/albums/m...s_the_joke.jpg

Or to put it in a less condescending way, thats the commentary. Stripped down this is what all games are as far as narrative is concerned. The illusion of choice. You are given token choices, but choosing any but the "correct" one ultimately ends with you being dragged back to do it again. The point of the narration is to anthropomorphize this mechanic as an individual attempting to get you back onto the intended story once you stray away from it.

There is also another layer of the narrator being a stand in for the developer. Attempting to create ways to coax the player into doing what they wanted which you see in various story paths. The closet is a great example of this. First time you enter and look around, if a developer saw playtesters doing this they'd first attempt to show there was nothing of interest. Second time the developer would avoid any possible incentive. Third time they'd just remove the area.

Doc ock rokc 02-05-2014 12:38 AM

Quote:

Originally Posted by Aerozord (Post 1238104)
http://i295.photobucket.com/albums/m...s_the_joke.jpg

Or to put it in a less condescending way, thats the commentary. Stripped down this is what all games are as far as narrative is concerned. The illusion of choice. You are given token choices, but choosing any but the "correct" one ultimately ends with you being dragged back to do it again. The point of the narration is to anthropomorphize this mechanic as an individual attempting to get you back onto the intended story once you stray away from it.

There is also another layer of the narrator being a stand in for the developer. Attempting to create ways to coax the player into doing what they wanted which you see in various story paths. The closet is a great example of this. First time you enter and look around, if a developer saw playtesters doing this they'd first attempt to show there was nothing of interest. Second time the developer would avoid any possible incentive. Third time they'd just remove the area.

There is also the entirety of the "Map breaking thing" as a good example of them taking and commenting on video game narrative tropes.


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