Rhys Cooper: "The never-ending argument over what video games are designed for rages on. Should they just be fun, a piece of art, a fantastic story-telling experience or a combination of all three? Most would argue the latter, but for the moment I will focus on the narrative strategies in games and a particular bug-bear of mine" ...
Calum Marsh: "Games structured like prestige TV shows present unique difficulties – having to essentially build different games – but also unique opportunities: ‘It’s really cool to be able to react to what your community likes about it as you’re making it’"
Will Westwater: "Advanced technology continues to bring newer and more effective techniques to a player’s gaming experience. However, even in the industry’s early days developers were finding ways to tell compelling stories through video games."
Emily Gera: "Video game narratives will continue to evolve based off of technology that mimics the style of film directors, according to Quantic Dream studio head David Cage during his BAFTA Games keynote in London."
As co-founder and GM of BioWare, I’m very proud of the ME3 team; I personally believe Mass Effect 3 is the best work we’ve yet created. So, it’s incredibly painful to receive feedback from our core fans that the game’s endings were not up to their expectations. Our first instinct is to defend our work and point to the high ratings offered by critics – but out of respect to our fans, we need to accept the criticism and feedback with humility.
A good response from BioWare to the controversy surrounding the Mass Effect ending.
Kamal Sinclair: "Games have done more work to pioneer best practices in interactive and participatory storytelling than any medium since the ancient theater traditions. Still, questions continue to circulate about its ability to match other mediums in terms of complex and cathartic stories, nuanced and fully evolved characters, and empathy."
Paul Tassi: "Unlike many first person games, Advanced Warfare mercifully does not have a fully mute protagonist, which is almost always an automatic way to kill your story unless you’re really, really clever about it" ...
"The Dishonest Narrative Event is any time the video game’s reigns are ripped from the player’s hands in order to serve a specific plot’s agenda. In some cases, it is simply irritating or otherwise forgivable. Other times, it is the exact reason why a game’s narrative falls apart due to its own self-obsession."
DRC: This article examines the clash between cut-scenes and player driven storytelling. It includes some great examples of what does & doesn't constitute a "dishonest narrative event".
"Always play when possible, and only show when absolutely necessary."
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