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About the story...


ObiQuixote

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The big gamble on story focused games, is how well does the player relate to the story and their character? And that's a big messy subjective discussion. If you ask "What's your favorite story based game?" Your going to get a lot of different answers. And they're all right.

 

In the aggregate you might be able to make some basic assumptions like that game had a better quality story than that game, well at least more people liked it. But in the end the most influential factor is probably going to be how well a player relates to their character. Especially in this game, because not only do you express your character through game play and watching a story, but also through the response wheel. And those choices result in a very specific and defined reaction from the character you're in control of.

 

So here is where they double downed on the story line gamble.

 

Some people will easily relate to their character. For them, the game will be great, the story will be great, all will be great. They will like the story and agree with how their character is reacting to it.

 

But some people are going to be sitting there thinking, "My character did what? I never would have said it that way! What the hell was that jacka$s thinking?" They will have huge problems enjoying the game because they don't relate to their character in a fundamental way. Basically, they're stuck playing a character they don't like or believe in. And that will make them feel boxed in with no control of their character.

 

And it won't necessarily be because the story is bad, or the VO is bad, or the acting is bad. They could all be done very well, exceptional and even award winning. They just wont relate to what their character is doing, and that kills everything.

 

I think this is the inherent strength and flaw of this type of mechanic. It's very decisive and subjective as to whether the player will like it or not. It can really draw you in, or it can really push you away.

 

Now here is where I will turn hater. ( Not really but it's why I'll be labeled as one )

 

I think the decision to make VO an integral part of the ENTIRE game was a very bad decision. a Single player game, sure, MMO, just bad.

 

Most importantly because the sheer volume of work it will take to provide detailed and unique content for more than two entire leveling processes is going to produce some questionable results. You just can't cover up that much grind with story and keep the story believable. Attempting to do so just increases the chance the player will begin to not relate to their character.

 

Additionally:

 

It was damn expensive and I think they could have got a lot more bang for their buck by putting that money into other areas.

 

The sheer volume of work most likely affected the quality of the class stories, which should have been the focus.

 

It most likely contributed to restraints in game play and other oddities like fracturing the world into red and green doors. While these things could have been dealt with though game design I think in the end game play and world design became a slave to the story.

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Every game gambles with every decision they make. Had they made this another MMO with story as nothing but a backdrop I would have treated it as such and not even bothered to pick it up (since I already had subscriptions to the other ones I could have renewed had I had any interest in it).

 

The same thing could be said for GW2. They're getting rid of dedicated roles and plenty are excited and will play the game because of that. I, on the other hand, like the feel of teamwork that comes from relying entirely on the other players to fill roles I cannot. Does that make it a terrible risk? No, it just means the game isn't for me and others like me.

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I think it was a very good decision. I've noticed some differences depending on my class, race, and choices already. I like the game the way it is, and I don't need to change it. If I ever felt the game was bad in any way, I wouldn't waste any more time I would just play another game. I'm not that desperate to play a Star Wars game that I would stay miserable and make demands that the game change to suit my whims and desires.
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Every game gambles with every decision they make. Had they made this another MMO with story as nothing but a backdrop I would have treated it as such and not even bothered to pick it up (since I already had subscriptions to the other ones I could have renewed had I had any interest in it).

 

The same thing could be said for GW2. They're getting rid of dedicated roles and plenty are excited and will play the game because of that. I, on the other hand, like the feel of teamwork that comes from relying entirely on the other players to fill roles I cannot. Does that make it a terrible risk? No, it just means the game isn't for me and others like me.

I totally agree. 100% focus on one aspect of a game can result in some decisive situations.

 

The thing is, and I guess this is my point, it's probably easier to get a more universally enjoyed game through game play than story. Both are important, the best games have a very good game with an enjoyable story. But I think the overwhelming focus on story at all costs is a bigger gamble because the story falling flat on it's face is very subjective. It doesn't have to be good are bad, one can just not relate to it.

 

If that happens and their is only questionable game play to back it up, you have a problem.

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