Posted October 17, 2012
Gazoinks
Is an AI
Registered: Dec 2011
From United States
jefequeso
New User
Registered: Dec 2010
From United States
Posted October 17, 2012
Gazoinks
Is an AI
Registered: Dec 2011
From United States
Posted October 17, 2012
Hm, does this mean I should replay Half-life 2?
(Incidentally, don't you hate when you start writing something and keep getting ideas for other things? I already have a bunch of stuff for my next storytelling article. >.>)
Post edited October 17, 2012 by Gazoinks
jefequeso
New User
Registered: Dec 2010
From United States
Posted October 17, 2012
Let's take this to PM, then?
Gazoinks
Is an AI
Registered: Dec 2011
From United States
Posted October 17, 2012
Aaron86
Adam We
Registered: May 2010
From Canada
Posted October 17, 2012
I'm playing through the Thief series now. I actually didn't find the undead in Thief that scary. Intense, yes, especially with zombies (why oh why are hammer haunts easier to kill than zombies?!). But not especially survivor-horror scary.
If any level was scary, it would be Constantine's mansion in "The Sword". That level ended up unsettling me so much I was running across tile floors to try to end sooner.
I was worried an elf was going to sneak up on me and eat me or something. *ph34r*
If any level was scary, it would be Constantine's mansion in "The Sword". That level ended up unsettling me so much I was running across tile floors to try to end sooner.
I was worried an elf was going to sneak up on me and eat me or something. *ph34r*
tarangwydion
Lazy GOGer
Registered: May 2010
From Indonesia
Posted October 17, 2012
In before Licurg: play Sacrifice!
:-)
:-)
jefequeso
New User
Registered: Dec 2010
From United States
Elmofongo
It's 2L84U
Registered: Sep 2011
From Puerto Rico
P-E-S
I like games
Registered: Nov 2008
From United States
Azilut
You Are Here
Registered: Jun 2012
From Canada
Posted October 17, 2012
Actually, I've been enjoying reading this back-and-forth, so please, don't stop on our account.
If you're interested in environmental storytelling, I wonder if you've played ICO? It's one of the best examples I can think of; you can fly through the game and think that it barely has a plot at all ("rescue the girl from the monsters"), but if you pay attention to the environment and start asking questions ("Why did someone build THIS particular castle in THIS particular way? And how did it get like this?"), you can start to piece together an incredibly rich backstory. Which, when understood, actually turns one of the game's most triumphant moments into something deeply horrific.
Riven, the second Myst game, is another great example. One of my favourite bits is the toy you find in the pre-school that teaches you how to count in the native language. And then you start thinking about what it means that they would choose that particular toy to teach children about counting....
I think the writing term for this sort of thing is "iceberging" - writing a huge amount of backstory, but leaving most of it hidden beneath the surface, with only a few of its implications poking up into view.
If you're interested in environmental storytelling, I wonder if you've played ICO? It's one of the best examples I can think of; you can fly through the game and think that it barely has a plot at all ("rescue the girl from the monsters"), but if you pay attention to the environment and start asking questions ("Why did someone build THIS particular castle in THIS particular way? And how did it get like this?"), you can start to piece together an incredibly rich backstory. Which, when understood, actually turns one of the game's most triumphant moments into something deeply horrific.
Riven, the second Myst game, is another great example. One of my favourite bits is the toy you find in the pre-school that teaches you how to count in the native language. And then you start thinking about what it means that they would choose that particular toy to teach children about counting....
I think the writing term for this sort of thing is "iceberging" - writing a huge amount of backstory, but leaving most of it hidden beneath the surface, with only a few of its implications poking up into view.
RayRay13000
Registered: Jan 2012
From United States
Gazoinks
Is an AI
Registered: Dec 2011
From United States
Posted October 17, 2012
I think the writing term for this sort of thing is "iceberging" - writing a huge amount of backstory, but leaving most of it hidden beneath the surface, with only a few of its implications poking up into view.
Or, alternatively, writing a bunch of random stuff and hoping people think there's a deeper undercurrent. ;PAzilut
You Are Here
Registered: Jun 2012
From Canada
jefequeso
New User
Registered: Dec 2010
From United States
Posted October 17, 2012
It'd be great to continue talking about stories here too. Gazoinks and I are just bouncing incomplete theories and thoughts back and forth in PM. Just kinda developing the subject(s) that we're both going to write about. I think we'd both welcome hearing any thoughts other people have as well on the subject of videogame storytelling. No point in trying to keep the thread on topic at this point, anyway :3
Songwriters are notorious for this -__-
Post edited October 17, 2012 by jefequeso