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Are Videogames About Their Mechanics? | Idea Channel | PBS Digital Studios

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Are videogames actually about their mechanics? As we play games over and over again, we spend a lot of time getting pretty darn good at the mechanics and gameplay. Each shot fired and potion consumed engrosses us more and more, but does that engrossing nature work against the STORY, the NARRATIVE, and maybe the bigger picture of what the game is (supposedly) about? Do we care more about what we do, instead of what happens? And SHOULD the interaction be more important than the message? Watch the episode and find out!
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Пікірлер: 2 700
@oneshotshort4626
@oneshotshort4626 9 жыл бұрын
DAMN IT I WAS HOPING TO SEE DAN IRL XD
@aoifemcandless-davis226
@aoifemcandless-davis226 9 жыл бұрын
+One ShotShort He just looks like his cartoon character but real. Like exactly the same.
@oneshotshort4626
@oneshotshort4626 9 жыл бұрын
HE HAS NO NECK IRL :O HE'S RAYMAN! *fallsover* derp
@antonehmac
@antonehmac 8 жыл бұрын
+One ShotShort This.
@Todesnuss
@Todesnuss 8 жыл бұрын
+One ShotShort I've actually seen a video of him IRL including his actual voice. Don't know how i found it though, I believe by googling his full name iirc
@TheCherryTrader
@TheCherryTrader 8 жыл бұрын
in their latest video there is a clip of him standing up from a chair.
@Arrakiz666
@Arrakiz666 10 жыл бұрын
Best kind of games are those in which story is told through the mechanics. Bioshock, Brothers Tale of Two Sons, Antichamber, Spec Ops the Line are all example of games which stories are entirely driven by emcahnics and would be impossible without them. For instance when in Bioshock 1 you go through the game you pay no attention to the fact that it's linear and that you keep acomplishing mission objectives, because that's what we, as gamers, have been trained to do. But when the plot twist unfolds and it turns out that the linear nature of the game is actually a part of the plot and that you, as a protagonist, have been under mind control the entire time... The perspective shifts. Inocrporating story into mechanics makes it much more vivid, because you interact with it on personal level. Gameplay does not have to be disconnected from the plot. Ideally, the storytelling is a part of gameplay.
@DanielAvelan
@DanielAvelan 10 жыл бұрын
Also on Spec Ops, that game used the silent hill solution, which is a really good one, on how to make people pay attention to the story: just downgrade the gameplay. With the downgrade, people normally tend to play attention to other aspects of the game, after all, people don't like the feel of wasting money. I mean, it may have not been a deliberate decision of the developers, but it defenitely helped.
@Arrakiz666
@Arrakiz666 10 жыл бұрын
DanielAvelan I think the idea behind spec ops was to give it mechanics as standard and as similar to Call of Duty as possible, but at the same time to make it really REALLY frustrating. The idea was to lull the player into doing what he has been trained to do by other games- go and gleefully shoot bad guys while acomplishing mission objectives in linear gamespace, just like a good little soldier. Which made the reveal that much more shocking. It made you, as a player, question everything you know about video games. This is what I'm talking about when I say that the plot can be a part of gameplay. Telling story through mechanics isn;t easy, but it's worth the effort.
@scotttaylor7146
@scotttaylor7146 10 жыл бұрын
I personally want games that try to combine both. I often use Twilight Princess (Legend of Zelda) as an example for literary ideas such as the Hero's Journey, parts of a Greek Epic, poetic-ness, complex ("deep") relationships, comparisons, descriptive language (in TP's case, it is replaced with extreamly detailed settings), etc, and I always end up refering to them as literary *mechanics*. Mechanics is a mush better word in my mind, because I define mechanics as HOW a writer/designer/sculptor/whatever gets his point across to the audience. What would movies be without flashback mechanics? How would the director explain past events or memories and how they affect characters in the present without them? Each new medium has introduced new mechanics on top of old ones. Art started with conveying an image through overal design. Literature used comparisons, similarities, dialoge, soliliquies, and descriptive language to convey an event, and how example people thought about an event being conveyed to the audience. Movies allowed people to start to be a *part* of the experience, allowing true horror and fear to emerge in horror works instead of just a creepy vibe. (The Shining the movie was way better than the book in this respect). Game mechanics (while some are useless, I agree) now allow us to *BE* a character, allowing us to not just know how stereotypical people feel or to see things for ourselves, but FEEL IT FOR OURSELVES. How did you feel playing your favorite video game? I'm certain you know that, even if you can't really explain it. This huge mechanic does not tell us how we should be or show how we react to other people's decisions like in books and movies, but reveal in us *exactly what we are so that we can finally observe who we are, and what we feel about ourselves and our actions*. Situations in games allow us to reflect on situations in real life; we make our own comparisons, thoughts and realizations instead of trying to interpret someone else's. Gaming is personal, everything else is impersonal. Can we, as a culture, understand that? Can we stop trying to rationalize our love of games to others and finaly enjoy it for ourselves, whom it was created for?
@Ukyoprime
@Ukyoprime 10 жыл бұрын
Arrakiz666 DanielAvelan The decision to make Spec Ops with "outdated" visuals/mechanics was actually a deliberate attempt to simulate the sense of detachment from reality that is typically felt by someone who is suffering PTSD. By intentionally bruising your immersion, they created a state where the player is uncomfortably stuck half-experiencing things, (weirdly) putting the player into BETTER sync with the delirious protagonist.
@floppityflub1815
@floppityflub1815 9 жыл бұрын
I agree 100 percent. This also made me think of games there is no story (like mine craft ), and in a sense, how the player uses the mechanics BECOMES the story.
@ypsiminers
@ypsiminers 8 жыл бұрын
I loved when Dan asked what the thing was between Mike's head and body.
@DBZHGWgamer
@DBZHGWgamer 8 жыл бұрын
Yea, i'v been confused about what that was for a while to. Finally i know what it is.
@MsNemesis12
@MsNemesis12 8 жыл бұрын
i thought it was a giant fleshy straw
@eloujtimereaver4504
@eloujtimereaver4504 8 жыл бұрын
It is; called a neck.
@chairsrawesome6376
@chairsrawesome6376 8 жыл бұрын
Its uhhhh its called a neck
@asebiii
@asebiii 6 жыл бұрын
Chairs R Awesome it's uh called a joke
@UnicornStorm
@UnicornStorm 10 жыл бұрын
Thing is.... if a game has a sub par story but great mechanics, people will enjoy the hell out of it..... ...but if a game has a great story but lackluster mechanics, many people will force themselves to complete the game... they don't enjoy the game but they lie the story..... The same also goes for movies or books... A good cinematography or writing can complement a bad story than the other way around.... And just for the record... I mostly play games for their story!
@MagmarFire
@MagmarFire 10 жыл бұрын
Not enjoying the mechanics != not enjoying the game. Visual novels typically don't have mindblowing mechanics, but that doesn't mean I don't freaking love the Ace Attorney series with its fantastic writing and characters. I love those games, not due to the mechanics (however awesome it is to point out contractions...) but because of the story. No "forcing" myself to complete them is necessary. ;)
@UnicornStorm
@UnicornStorm 10 жыл бұрын
The mechanics in Ace Attorney are working just fine..... but would you enjoy the game, if you have to go through 7 menus just to point out a contradiction? And i didn't say, nobody will enjoy a game with bad mechanics.... but more people are willing to complete a game with good mechanics and a bad story than a game with bad mechanics.... Take the Game of Thrones RPG for example... Not many people like it and don't enjoy the experience, but they play because it enriches the Game of Thrones lore.... Would they be more satisfied if instead of the game there was anonther book about these events from George Martin? possibly....
@MagmarFire
@MagmarFire 10 жыл бұрын
It felt like I had to go through seven menus in Pokemon Conquest (not necessarily because of going through seven menus literally, but mostly due to how long it took to do stuff because of the animations in its interface), and yet I still enjoyed that game. In Ace Attorney, the times you point out contradictions are so far and few between compared to all the dialogue you have to listen to, so even if you did have to go through seven menus to point them out, it wouldn't bog the game down too much. And yes, you did pretty much say that nobody (or, rather, very few people) will enjoy a game with bad mechanics. I quote, "...but if a game has a great story but lackluster mechanics, many people will force themselves to complete the game...they don't enjoy the game but they lie the story....." In that case, I have another example. The Walking Dead. I can't speak for everyone when I say that I enjoyed the QTE mechanics in some of the segments, since they're there to help you feel the struggle the characters are going through, but these have predictably been criticized. Does this mean that people don't enjoy the game? All because there's a certain aspect of a game I may not like doesn't mean I don't enjoy the experience as a whole and am "forcing myself to complete the story."
@UnicornStorm
@UnicornStorm 10 жыл бұрын
Your examples are well designed games. Of course a game with good mechanics and a fantastic story can be enjoyed. The QTEs in Walking Dead weren't frustratingly hard or unintuitiv. They did what they were supposed to do, immerse the player...... Hey, if you don't have a problem with bad mechanics, good for you... You'll have fun with even more games.... ...but tell me this: would Super Mario Bros. be a bad game if you stripped away the story completeley? Or would Superman 64 be a good game if they improved the story?
@MagmarFire
@MagmarFire 9 жыл бұрын
No, the QTEs weren't hard or unintuitive, but that's not the point. The point is that they were there in the first place, and many people somehow took issue with it. Does that mean that they were "forcing" themselves to finish the game? Or did they simply enjoy the game despite that? For Super Mario Bros., that depends on what game. Taking Super Mario Galaxy as an example, it certainly wouldn't be a bad game if the (optional) storybook segments were removed, but I would go so far to say that it would be blatantly inferior if they were. For Paper Mario: Sticker Star, it most certainly became a subpar game after the dev team was told to purge a good portion of their story elements for the sake of the game. For most other Super Mario games, there isn't that much story to speak of, so removing them wouldn't affect them too much. As for Superman 64, we wouldn't know that for sure unless the story had been improved. In both cases, however, I don't understand the relevance of this particular line of questioning.
@Supuhstar
@Supuhstar 10 жыл бұрын
I think it's not so much a problem. In fact, I think it's great! *We think and talk about videogames the same way we think and talk about real life!* What an amazing testament that is to the immersion! Consider it this way: *What did you do today?* You don't say "well I awoke, took a shower, brushed my teeth, put my pants on, put my shirt on..." etc. No, instead, you say something like "well I went shopping, had a bagel, and talked to Sarah." You ignore the things that happen every day, even if they're notable and you're completely paying attention during them. The same holds true for games: *What did you do in The Sims?* You wouldn't say "Well I ran the launcher, clicked play, waited for it to load, selected my save..." etc. No, you say something like "well my sim Marty started going out with an NPC, I put an addition onto their house, and there was a small fire but it was put out before it did too much damage." This even holds true for less real-life games like League of Legends or even Tetris. You don't talk about things people assume happened, but skip to the things that are more interesting. See what I mean?
@GideonGleeful95
@GideonGleeful95 10 жыл бұрын
That...is a very interesting idea. I will copy your comment over to Extra Credits and cite you as the source.
@DarkCT
@DarkCT 10 жыл бұрын
That's a dimension I didn't even consider until I glanced at your comment, Killy. I think yer really onto something. We become so immersed, it may as well BE real life events to us, so then the superlatives stick out, perhaps? "oh man, you shoulda seen that match of Dota 2! that Axe blinked onto so many people and dunked them, it was insane!" "what else happened?" "uhm.. i fed a bit. a lot..."
@Supuhstar
@Supuhstar 10 жыл бұрын
Randygandalf95 thank you!
@ltericdavis2237
@ltericdavis2237 10 жыл бұрын
Except that is sort of the opposite of what he was talking about. He said that we focus too much on the mechanics, what is happening every moment, the brushing of teeth and level grinding and things like that. Why would you have discussion on what basically amounts to details on brushing teeth?
@Supuhstar
@Supuhstar 10 жыл бұрын
DarkCT XD yes!
@yaragorm
@yaragorm 10 жыл бұрын
Nah video games are actually about misogyny and racism. Trust me, I have a tumblr.
@PebelWasTaken
@PebelWasTaken 10 жыл бұрын
yeah anita sarkeesian (god) told me that anybody who put the magical wyman in a game is a misogynist and that all gamers hate the wyman and are evil
@z-beeblebrox
@z-beeblebrox 10 жыл бұрын
Wow look at you guys with your masterful use of irony so awe inspiring I'm amazed.
@jordanmoore7340
@jordanmoore7340 10 жыл бұрын
He said as he set fire to the straw man.
@josewolf9884
@josewolf9884 10 жыл бұрын
My fucking sides!
@Domenicomn
@Domenicomn 10 жыл бұрын
americans...........i wish i could feel their fun
@hollyr2104
@hollyr2104 9 жыл бұрын
I would like to request more crossover videos with Extra Credits. These are two of my favorite KZfaq channels and getting to see different aspects of one topic discussed this way was really interesting.
@wolfydawolf1296
@wolfydawolf1296 7 жыл бұрын
i came in the hope to see Dan's face but despite not seeing his face it was so worth coming here because 3:11 - 3:16, that was so friggin' hilarious
@zeta280
@zeta280 10 жыл бұрын
Mechanics should always come before story, not even a question.
@linkinl1
@linkinl1 10 жыл бұрын
The thing is, you can tie them together, causing the mechanics being the story which powers them both
@Zoomy
@Zoomy 10 жыл бұрын
I vehemently question your remark. Videogames have the potential to tell some amazing stories, and the "mechanics first forever" argument ruins that potential. For example, Alpha Protocol. For me, that had an amazing story, with genuinely interesting characters, but then the really cool bits where you interacted with these fascinating people and learned about their motivations and who they were as a person had to stop and then we had to endure some awful cover-based shooting/sneaking. You could have removed that trash and the game would have still held up. Or there's LA Noire, a game that I couldn't get into because no matter how desperate I was to enjoy the idea of being a film noire detective walking around examining crime scenes and interviewing witnesses, I couldn't get over the fact that some dribbling idiot decided to throw in scenes where you gun down legions of baddies with your regenerating health and shotgun to cater to people like you and ruined the game as a result.
@ClockworkAnomaly
@ClockworkAnomaly 10 жыл бұрын
Zoomy And yet there are games like "Mind: Path to Thalamus" that are intent on communicating meaning, yet fail to do so because their lack of mechanics (at least in the initial hour or so that I saw on Jesse Cox's "The Greenlight" episode) means a lack of context, and therefore a lack of perceivable meaning. Meaning can exist, but without a way for the audience to perceive it, there is not point in it's existence. I'm not saying that we should put mechanics first in every case, but we SHOULD make sure enough structure exists within our games that the meaning persists in the mind of those that experience it. This is expressed very well in the difference between The Stanley Parable and Antichamber vs Dear Esther.
@TheLemuroid
@TheLemuroid 10 жыл бұрын
Zoomy In both of those examples do you think the developers were prioritizing story or mechanics?
@niclasbelrra
@niclasbelrra 10 жыл бұрын
Zoomy And you could put a nice shooting and sneaking in Alpha Protocol and get an even better experience (and as consumers we should ALWAYS ask for the best experience). Also if a game, book, film or whatever is made for other public that isn't you, doesn't mean their creators are drooling idiots, is just that you are not the centre of the universe, you'll understand this the day you grow up. Anyway, all ways of making a game are OK, sometimes you need a mindless game, sometimes you only care for the story etc. So the only thing we should care about is that the developers have all the freedom in the world to make any type of game they want to make, and everybody will be happy.
@DemonmachinE
@DemonmachinE 10 жыл бұрын
I don't understand how games can possible not be, by definition, about their mechanics. The mechanics are what define them as being games. If they didn't have mechanics, they'd not be games. If tetris didn't have mechanics, it'd be abstract art. If Last of Us didn't have mechanics, it'd be a movie.
@hhaavvvvii
@hhaavvvvii 10 жыл бұрын
They are making a movie out of "The Last of Us" actually.
@DemonmachinE
@DemonmachinE 10 жыл бұрын
Ryan Scheel That's cool. And that movie won't be a game. XD It'll be a movie - cause it won't have mechanics. And it'll probably be a pretty decent movie, too.
@battleoncat
@battleoncat 10 жыл бұрын
Not relevant but there's also a tetris movie coming soon.
@TheCrazyscarecrow
@TheCrazyscarecrow 10 жыл бұрын
battleoncat Made by the same guy as Food Fight.
@tubebrocoli
@tubebrocoli 10 жыл бұрын
If Bioshock Infinite didn't have mechanics, it'd be a theme park ride. Wait. it is a theme park ride even WITH game mechanics.
@PhilosophyTube
@PhilosophyTube 9 жыл бұрын
'Do you think that the ways you can interact with a piece of media stop you thinking about it? Let us know by interacting with this piece of media in the following ways!' No but for srs I take your point that it's focusing on the way you navigate through the media that might limit your connection with it, not just interacting with it at all. Could this be why there are no really significant Choose Your Own Adventure books? Some of them might be popular, but what I mean is that a focus on how you navigate the media (like making choices in the book) rather than the content of it could be why Choose Your Own Adventures aren't as significant as Dickens or Shakespeare. I think a possible criticism would be that in deciding to apply or interact with a mechanic you have some idea of what it's going to do; you don't just use them blindly. Using them usually involves some kind of understanding of what's going to happen in the game world, like you know that if you use the sword swinging mechanic then it'll involve chopping that monster but it won't work on the human NPCs. So already you've got some understanding of the game world as being divided into acceptable and unacceptable targets. What you could say in reply to that though is that it only requires a narrow understanding of the game world, enough to know when certain mechanics are applicable or not, and by just focusing on the mechanics you still wouldn't get a full understanding of the whole work.
@redeamed19
@redeamed19 9 жыл бұрын
I agree with this and think it goes well with what I had to say. The trick from the developers stand point is to integrate the two. I think KZfaq channels like yours and idea channels are great examples of integrating two systems that at first glace seem incompatible (video and comment section) but instead these systems work symbiotic with each other lead to a better experience with each. narrative and game mechanics can and need to take on this kind of symbiotic relationship.
@IanNumberThree
@IanNumberThree 2 жыл бұрын
Sometimes I like to return to the content that I consider to be formative for me in attempt to rediscover my old self. There are certain critical stages of my worldview that I see as coming from creators like Dan and Mike. They made me want to question the media I consumed and allowed me to grow into a more caring and considerate person. They were role models to me in wanting to be better for others. It strikes me now, as I come across this 7-year-old comment, that your channel plays a similarly important part in that lineage. I know you’ll never see this, but I just wanted to say thank you Abigail for thinking about the world and thank you for presupposing that it can be better. Thank you for being such a strong role model for positive change.
@Todesnuss
@Todesnuss 8 жыл бұрын
Dan's sped up talking is actually easier to follow and, at least seems to be, slower than Mike's normal way of talking in these videos. How in all hell....
@MrLexxBomb
@MrLexxBomb 10 жыл бұрын
Yes video games are most definitely about the mechanics. To say otherwise would be to agree with Jennifer Hepler and her desire for a "Press X to skip Gameplay" button in games (the harassment she received was disgusting)... Story driven content is the reward we get for successfully completing challenges/game mechanics and enable us to rest and get ready for the next challenge . Thats why they are games. without the mechanics we are just watching a movie. Even story games with just dialog options uses mechanics. In a away story content turns games in to Skinner Box styled operative conditioning. I would hazard that is why sandbox games are seeing a huge success while scripted event driven games while popular are not being as widely embraced.
@MrLexxBomb
@MrLexxBomb 10 жыл бұрын
you would want a button to skip gameplay? (edit) ah I see you reply below... ;-)
@MrServantRider
@MrServantRider 10 жыл бұрын
Bevin Warren I'd have liked that in Bioshock Infinite. huehuehue casualshotsfirednothingtoseehere
@JimCullen
@JimCullen 10 жыл бұрын
Bevin Warren I personally wouldn't want a button to skip gameplay, the notion of that is a little bit ridiculous. But I do prefer it if the gameplay doesn't get in the way of the story. If I find myself having to try a level too many times because I keep dying, I'll usually turn the difficulty down. I want to experience a cool story when I play a game with narrative, I don't want to get frustrated trying to get past a couple of guys in a game whose mechanics annoy me.
@MrLexxBomb
@MrLexxBomb 10 жыл бұрын
great point Jim... and I would say that would be an example of poor game design, in which the difficulty curve is to steep at that point...
@MrLexxBomb
@MrLexxBomb 10 жыл бұрын
MrServantRider that made me really chuckle
@ShaulLeket-Mor
@ShaulLeket-Mor 10 жыл бұрын
There is one game I want to bring up about this topic: The Stanley Parable. The game, in case you don't know, is that you are controlling Stanley, a man whose job is to push buttons, around an office building. You navigate according to what the narrator tells you to do...or you don't. Throughout the game, you have a multitude of choices, and each one causes you to have a different "ending." The most common criticism of the game is that it's boring. Why is it boring? Because many gamers are agitated at the fact that the game has little game mechanic: you can walk, turn, and crouch. That's it. What people don't realize is that the game itself is a critique on game narrative. You may feel disconnected from the main character, Stanley, as he doesn't speak, and there are only two times in the game where you see what he looks like. However, recall that Stanley's job is to push buttons. That is basically what you are doing, right? You control Stanley's actions and choices, not him. YOU are Stanley. At least, that is my interpretation of the game. The point is that you definitely don't remember or relish the gameplay. What you do relish is the narrative. Not the story, per se, but definitely what happens to Stanley/you in the game.
@NowanIlfideme
@NowanIlfideme 10 жыл бұрын
I instantly thought of The Stanley Parable when I saw the Extra Creditz video (which is how I got here, actually). But yeah. I agree with you.
@AiSard
@AiSard 10 жыл бұрын
But I did relish the gameplay of The Stanley Parable precisely because the gameplay entwined itself so well with the narrative. Stanley's basic mechanics and simplicity defined its gameplay, it wasn't a lack of gameplay. I'll always remember fondly the 20 minutes I spent ducking in the broom closet, giggling madly, because those were 'my' actions, permitted by the gameplay mechanics; that the narration was corroborating my little rebellion was just icing on the cake. I think good gameplay manifests in two spheres. In the perfecting of skills (the joys of minmaxing) and the creation of a personal narration from the actions you do. Stanley's actions (and inability to act) are as much a part of the gameplay as shooting (or conserving bullets and hiding in terror) in a zombie survival game is gameplay. In the same way that shooting civilians in an airport was (bad) gameplay in No Russian, or building a giant bong in Minecraft is gameplay(?). In essence, the Stanley Parable was not half as amazing due to what the narrative was doing (awesome as it was), inasmuch as it was what YOU were doing during that time that made it amazing. That the mechanics were simplified to better exemplify this (in the same way that some more recent games have attempted to diversify possible actions, to differing levels of success) is indicative of the evolution of good gameplay mechanics. :)
@motokuchoma
@motokuchoma 10 жыл бұрын
While limited in scope, The Stanley parable qualifies as a true sandbox game, in the sense that you are allowed to create the story yourself. The narrator tells you something, but you can do what you like. The ambigious relationship between him and Stanley is cool because the Narrator is not hostile at all, he just wants to provide you an interesting story. The Narrator is not just a narrator, he is an analogy for the game industry, who are just trying to provide the player with entertainment.
@MDBurck
@MDBurck 10 жыл бұрын
AiSard Agreed. The Stanely Parable did a good job of integrating gameplay and narrative. Even though one could say "oh, all you're doing is walking and listening," the appeal of the game is about, "oh! I wonder what unique path I can find and experience this time." And part of what makes this experience so fun is how the solid script and voice acting are unimpeded by (what would be in this circumstance) inappropriately difficult gameplay. You simply need to walk about, look around, and choose. On the other end of the spectrum, Dark Souls presented a world narrative filled with death and despair and accompanied it with gameplay filled with death and despair. You know, I think we're on the brink of the next era of video games because we're beginning to understand what they're really about.
@AidanofVT
@AidanofVT 9 жыл бұрын
The Stanley Parable just breaks ALL the rules.
@MrIcenice44
@MrIcenice44 10 жыл бұрын
Um excuse me, Mike, Dan, I'm a huge fan of both of you :). But seeing you guys come together out of nowhere is pretty out there. I feel like I got my internet all over my internet.
@theDCification
@theDCification 10 жыл бұрын
AND IT WAS THE BEST FEELING EVER
@Luis0n7i
@Luis0n7i 10 жыл бұрын
OH SHIIIIIIIIIIIIIIIIIIIIIIITTTTTT. I was not expecting an Extra Credits crossover! Damn, I'm so happy now hahahaha
@Velocity_Eleven
@Velocity_Eleven 10 жыл бұрын
There is so much disservice being done towards mechanics here. Saying "games are about mechanics" is NOT the equivalent of saying that "books are about the words" or "music is about the notes". Mechanics covers a very broad range of interactions, many of which are being ignored when mechanics are (unjustifiably) generalised as "jumping and shooting". A book's content is determined by the composition of words and how they form meanings, music is about the composition of notes to create a sense of melody and flow. A game's content is about the interaction between the player and the system to create a sense of gameplay. To say that "books are about words" and "music is about the notes" would ACTUALLY be more analogous to saying "games are about the buttons you press". To equate gameplay with simply pressing buttons is where people do a disservice to games. If books can tell a story VIA their words and music can create compositions VIA the notes, then would it not be equally fair to say that games create their gameplay VIA the player interactions? I mean, it's really not fair to simplify gameplay as "the thing you are doing", because if you do then you could equally simplify books to "the sentence you are reading". Gameplay is the whole experience of use interaction and it has a lasting/overarching effect, whether that be through successfully making a jump in Super Mario Bros (saving you a life that may come in useful later and preventing you needing to redo obstacles from before) or thinking about which materia you should level up in Final Fantasy VII. TLDR: Yes.
@danjal87nl
@danjal87nl 10 жыл бұрын
Mechanics are important - they just aren't "all" that games have to offer. And yet many treat games as such, going through the motions and blindly following the mechanics. Why did you do this? *Because the game told me to do it.* No matter what game we're talking about, whether its a kill or collect quest in an MMO or some activation question some other game. Most people do not actively think about WHY they are doing it, they are simply following the marker on their screen or go for the big flashy items and press E/X/use to interact. Why did I have to do that? Oh damn, that opened the door to that alien thats now going to eat by ass... Whelp, if only you paid attention to the story, you would've known not to press every single flashy button you come across.
@Velocity_Eleven
@Velocity_Eleven 10 жыл бұрын
why do I follow the mechanics? because the game is awesome and I really want to. "Blindly" following the mechanics? how is it blindly? there are lots of information to work from and it's a learning process, otherwise it would just be a case of hitting buttons. You haven't actually demonstrated anything here, you're just claiming that gameplay is blind and meaningless by appealing to some sort of higher meaning.
@danjal87nl
@danjal87nl 10 жыл бұрын
Velocity Eleven *some* gameplay is blind. Kill X of this, collect X of that, press that button. Why? Because the game tells you to and it progresses the game. Do you find yourself ever skipping cutscenes and dialogue? Do you actually spend time reading those data entries and listening to those random guards talking across the hallway? Or do you just skip all of that and head straight for the next objective? Do you pay attention to the underlying story in Portal? Or are you just trying to solve the puzzles? Do you actually know why it is that Kerrigan and Raynor have something going between them? Or why it is that Thrall and Jaina go way back? Do you even know who Maive is and what his role is in the grand scheme of Warcrafts History? For many people, they don't know and they don't care. There's a reason why video sequences and voice-acted dialogue has overtaken the classical text-driven RPG. Because most people don't care to spend time reading it, they may (or may not) listen to a voice-acted dialogue or they may not skip the cut-scene. But do they really pay attention?
@Velocity_Eleven
@Velocity_Eleven 10 жыл бұрын
"Kill X of that, collect X of that"'s blindness depends on the level of depth involved with doing those things... and again, the oversimplification "do a thing" applies here. How do you kill a thing? Does killing a thing one way make killing another harder? do they alter any statistics? what is the reward of killing X things? do I have to do it now or can I do it later? is it worth going out of my way to kill those things or is it likely I will achieve that over my natural course of the game? and how likely would that be? The simple fact I can ask these questions and more is a true testament to just how fantastic gameplay is, and that's using the exact same example of that you use when trying to prove the opposite
@danjal87nl
@danjal87nl 10 жыл бұрын
Velocity Eleven All the examples you give dive into mechanics... How do they affect the gameplay... How about a simple "Why do I have to kill the thing?" Apparently you care more about how killing the thing affects your gameplay than how it ties into an underlying story or reasoning. Mechanics are nice, but often they are implemented as self-serving tools. A list of tasks or chores to be done to reach a goal or objective. Why? Well to progress through the game and reach the end! Story? What? There's a story? There's a reason why the character is doing all of this?
@howchildish
@howchildish 10 жыл бұрын
OMG ec AND ic doing a collab? My life is complete :3
@Azurepeahen
@Azurepeahen 10 жыл бұрын
I know right :3
@Kaoss134
@Kaoss134 10 жыл бұрын
Lol love the neck comment xD
@hugmonger
@hugmonger 8 жыл бұрын
So I am on Dan's side here because you see games like "Papers, Please" and "Dark Souls" are examples of how Mechanics as story telling is so important. In Dark Souls as you progress things get harder and as things get harder you need more souls until eventually you need so many, well how do you progress? You have a few options, jump in with other players to slowly grind away at gaining souls, grind your own, or my personal favorite.... enter the Red Eye Orb. The existence of Dark Wraiths and the option to be one of the games villains makes the weight the game places on you feel more meaningful, shouting in your face THIS GAME IS HARD while giving you the easy option was such a good choice. Meanwhile the story which was attached tells you that some fight, some become villains, and some.... well they give up. They just go hollow and stop moving sometimes. If I could find an MMO that could capture that I would love it.
@sawmesalami
@sawmesalami 7 жыл бұрын
You can run the game at SL 1, all you need is to upgrade your weapon. SL's aren't that important.
@sawmesalami
@sawmesalami 7 жыл бұрын
Since I can't edit my post... Dark souls isn't hard. New players have difficulty because they don't know the mechanics. If you grind for souls on Dark Souls, you need to stop playing.
@hugmonger
@hugmonger 7 жыл бұрын
Dude I played Dark Souls 1 for a while and couldn't get past the Tomb of Giants. The only people who I have seen say it isn't hard haven't beaten the game.
@sawmesalami
@sawmesalami 7 жыл бұрын
Poly Gamey Did you go to Izalith? There's a special helmet (Given to by a special somone) that will light the way for you. Also, I've beaten the game. steamcommunity.com/id/zaareish/ I took screenshots of the ending cutscene.
@brian77771
@brian77771 7 жыл бұрын
you need to level up to use special weapons,and most players enjoy using a different variety of cool weapons,so its not possible to stay at sl 1 unless you enjoy only using one type of weapon which is boring in my opinion
@EvilTim1911
@EvilTim1911 10 жыл бұрын
"Privileging" mechanics is what makes good gameplay. Good gameplay is what makes good games. Mechanics are what makes the game and they come before anything else. The story of a video game is there to give context to what you are doing in the game's world, not to culturally enrich you or enlighten you in any way. That doesn't mean there shouldn't be games with good stories, but the story should still serve the GAMEplay in a video GAME. There are mediums besides video games that are all about storytelling, and people who have a large bias towards stories in entertainment should stick with those mediums. It's not the mechanics that interfere with a game's story, it's the story that tends to interfere with the gameplay. Don't forget what video games are actually about. PLAYING them.
@CollectvlyUnconsious
@CollectvlyUnconsious 10 жыл бұрын
British Driveby shooting incoming... rolling down window.. and "wait for it" I DISAGREE! ^.^ But only because it isn't true in all cases, there are a lot of video games that are made to communicate a story, and then mechanics come second to support the story. Take the entire Resident Evil series. No two mechanics of their games are exactly the same, and the mechanics are there to direct you through a narrative. For that matter, you could to a lesser extent make that case for the FF series, seeing as how they have all until recently been games that require you to follow a linear story to make progress in the game (lame). Players can't even jump unless it's scripted. Mechanics is slaved to the story in that case. But you are right on that gameplay needs to be enjoyable. Bad story-telling does interfere with the game. Good story-telling enriches what we do in games and gives our actions meaning. It is in fact critical to the game, even if it is just a short blurb that explains what is going on. I mean think about it. If HALO had just been called SCIFI SHOOTER and there was no context for all of the combat that was going on, would you have enjoyed it as much? Would it be the one game that changed the whole gaming industry? The answer is no, the gameplay is responsible for the enjoyment... but the story is responsible for the legacy. Zelda, FF, Elder Scrolls, even Mario or Donkey Kong endure because of the story. Good gameplay makes okay games, Good gameplay, plus great theme and story is what makes a game great.
@Necroskull388
@Necroskull388 10 жыл бұрын
No. I think that people are thinking about gameplay in the wrong way. For a game to truly be a piece of media and not a sport, it must merge gameplay and narrative, to the point that they are thought of as one and the same. "How can I communicate this idea through play?"
@danjal87nl
@danjal87nl 10 жыл бұрын
Good mechanics contribute to good games - good mechanics combined with a good story or other elements is what results in great games. A game just about mechanics is either a mental challenge (puzzles/chess) and has no inherent reason for a story or such. Or ends up being a mindless repetition of tasks objectives and chores. Without you ever recalling a thing of what it was all about.
@Sinrus1
@Sinrus1 10 жыл бұрын
Dagda Mor I agree whole-heartedly. Mechanics will only distract from story when the story is not entwined with the mechanics.
@EvilTim1911
@EvilTim1911 10 жыл бұрын
CollectvlyUnconsious You make a good point, and I agree that it's the story that makes the legacy of a series, but in my opinion, gameplay should always be the first concern of game developers. Games that first have a story and then build the gameplay around it often bite themselves in the ass because it still has to be playable to be an enjoyable video game. There are games out there with great stories ruined by terrible gameplay, and I think it's a much rarer case when a game with great gameplay is spoiled by a bad story. In fact, most famous games in the few decades of video game history have had little or no story, but that never stopped them from being great games. Stories became such a big part of video games only recently and while that's definitely good news on a larger scale, I never want gameplay to fall victim to a story, which was the case with some games I can think of. Of course I love when a video game story isn't just a simplistic set of instructions, but a good story only complements good gameplay and I'll rarely want to finish a game no matter how good its story is if the gameplay suffers for it.
@theravenousrabbit3671
@theravenousrabbit3671 10 жыл бұрын
Yes... Video GAMES are games. Interactive Video Media (Dear Esther, Coming Home and etc.) do not use mechanics. That makes them into something that isn't a game. However... Are interactive Video Media something that includes both video games and things such as Dear Esther? Yes. Interactive Video Media includes things such as; Mechanical interactive video games (Super Mario.), narrative interactive video media (Dear Esther, Gone Home.) and of course, mechanical/narrative interactive video games. Of course there are a lot of other iterations but do not add "Game" onto something that isn't. It's like saying that reading a book is a game. It isn't... However, playing chess is, even if the chess pieces have their own personalities and background stories.
@DejikoFan
@DejikoFan 10 жыл бұрын
If you really think about it, Gone Home and Dear Esther are more like tech demos then games.
@NevRmind182
@NevRmind182 10 жыл бұрын
They have mechanics, just very minimalistic ones. I can't completely speak for Dear Esther, but in Gone Home you can walk inside the boundaries of the environment, pick up objects, examine them, make some of them interact with each other, and use other mechanics to solve puzzles. Any form of interactivity can be interpreted as some kind of mechanic, really.
@FictionFactoryGames
@FictionFactoryGames 10 жыл бұрын
I'd disagree with that one, at least for Gone Home. In that game, the narrative IS the mechanic; your job as the player is to take these discarded elements and piece together the story, fleshing out the unknowns and getting a more complete picture of what happened there. It is entirely possible to overlook a few items and miss pieces of that story (a failure state) and if you cheat and go straight to the end it's a MASSIVE failure state, because you blunder right into the game over without having completed any of the tasks before you. The mechanic and narrative are intertwined. Now, it's absolutely reasonable not to LIKE that particular mechanic. Not every game is everyone's cup of tea. But calling it "not a game" because you don't feel the narrative-based system counts as a system is something I'd have to disagree with.
@AnOdd1plays
@AnOdd1plays 10 жыл бұрын
Moving around IS a mechanic. Looking around IS a mechanic. Clicking to read something IS a mechanic. Interactivity is defined by mechanics.
@theravenousrabbit3671
@theravenousrabbit3671 10 жыл бұрын
Stefan Gagne Well, what would you say about thriller books? Most of them if they are about a murder story, is about puzzling together the pieces by yourself to come to the conclusion about who the murderer is before the books protagonist, at least that is what my mother has told me this. What is your take on it? Isn't that a mechanic, but without the interaction? I'd argue that what you describe as a mechanic is rather just a interaction, like those choose your own story books where you get a choice and flip to a certain page. It's not really a mechanic but it's an interactive experience, you get a choice over where to go. (And she's read over 3000 books, I'm not even joking. Her entire living room is filled with them and she has about 20 boxes in storage with all these books.)
@whitemageFFXI
@whitemageFFXI 10 жыл бұрын
Having watched this several times now, I think I better understand what you're saying. If you 'privilege mechanics' that means that you consider a game to be mostly 'about' it's mechanics, meaning that a game should focus on making it's game play interesting because a game having a message is not important. If you privilege mechanics, you don't care about the story/message that the game is purposely or accidentally suggesting; you can dismiss criticism of the game's story or message as "FFS, it's only a game" Thus, someone who "privileges mechanics" is ostensibly not interested in discussions about how a game projects positive or negative messages.
@tomstonemale
@tomstonemale 10 жыл бұрын
Thanks for you comment, it help me organize my thoughts. I believe mechanics are important (their depth and complexity, not just hard but effective), but if there's a story as well it should be told with those mechanics in mind so I can actually care about the story. Not just gameplay, but level design, character design, dinamic music, light, etc.
@Sinrus1
@Sinrus1 9 жыл бұрын
I don't think that is what he is talking about since there is a focus on remembering story elements. When he starts to site Starcraft 2 and Final Fantasy 8 I think the problem is coming from games that say "ok here is the story, and then here are a bunch of complex mechanics." It does tie into the problem of mechanics being separate from the story but here it is exacerbated since the comprehension and proper execution of the mechanics is an extremely draining process, so much so that the story feels irrelevant. For example, Final Fantasy 8 has a junctioning system and a Draw mechanic. Both of these are very strange since not only are these concepts seemingly completely irrelevant to the story, but they also take a lot of time to effectively use and that's not mentioning grinding. The system created by these mechanics becomes seemingly impenetrable. It's hard to care about Squall's issues when you are trying to make sure that you have strong enough stats on the right characters to be able to beat the next boss. Thankfully (story-wise) the Starcraft games have cheat codes so the player is never required to git gud in order to experience the story. When I was a kid playing SC 1 I just put in Power Overwhelming and then enjoyed the drama unfold of this space opera. When Starcraft 2 came out I was much better at RTSs and didn't need to use cheats and was still able to experience the story, although I am suspicious if they made the game easier. That being said RTSs require a lot of management and can be easily overwhelming, making the story secondary to trying to figure out how to stop those mutalisks from destroying your base.
@tomstonemale
@tomstonemale 9 жыл бұрын
Aaron Burch But he also talks about videogames as an artform, a vehicle for meaning. It's not just about a game focusing on its mechanics but how the player experience those mechanics with the entire context of the game. If we have this "it's just a game" attitude, we "dismiss the capacity of games to contain meaning beyond our practical interaction with them". For example, if we criticize CoD: Ghosts just about its shooting mechanics and, at the same time, disregarding the whole context of the game when we use such mechanics (the story told by the game) we minimize our role as players to people just pushing buttons to get achievements. I remember laughed when people called Nathan Drake a psycopath because of the amount of people he killed by the time the game ends on Uncharted 2, and because he doesnt seem affected by it. But looking back at it, I understand their criticism. At the time I disregarded such criticism because it wasnt about the mechanics of the game (they didnt mention if Uncharted was a good game or not). Now, I think it's a valid point of view. excuse my english.
@litcrit1624
@litcrit1624 9 жыл бұрын
tomstonemale Yeah, I recall critics having a similar reaction to Tomb Raider, which tried initially to have Lara have a real, negative, visceral reaction to killing -- but within 30-45 minutes, she's arrowing people in the head with the best of 'em.
@Sinrus1
@Sinrus1 9 жыл бұрын
tomstonemale I think we might be talking about the same thing but in different ways. In Nathan Drake the slaughtering messes with the story since you're supposed to be this nice guy but have no problem killing ridiculous amounts of people. So while the mechanics don't mess up the story in a "what's going on" way, it does hinder the story's impact by contradicting what it is trying to convey. At the end of the day, we are both focusing on how the player receives the story being conveyed by the game and how mechanics of a game. At the same time, I do feel that Mike is focusing on how mechanics may distract from the story rather than contradict it. That being said both of these things are definite problems that mechanics can present to a story.
@ichifish
@ichifish 10 жыл бұрын
PBS Idea Channel and Extra Credits, are, in the literal sense of literally, literally my two favorite channels. Thanks guys!
@InnovumTechnology
@InnovumTechnology 10 жыл бұрын
Wait... did I miscount or were there three clips from Half Life?
@sean668
@sean668 10 жыл бұрын
Can it be? Is it...confirmed? O.o
@pbsideachannel
@pbsideachannel 10 жыл бұрын
I don't wanna say we have inside information buuuuuuuut ... /OVERLY DRAMATIC WINK
@meowmeow-di2qo
@meowmeow-di2qo 10 жыл бұрын
PBS Idea Channel I'm not going to say it, but I want to *sooooooooooooooo badly*.
@psyk2642
@psyk2642 10 жыл бұрын
Dead Island 3 confirmed.
@CorsairJoshua
@CorsairJoshua 10 жыл бұрын
I think it really depends on the player and the game. Some games are very dependent on their mechanics but when I'm playing an RPG I am VERY focused on WHY I am doing things.
@Arch-Arsonist
@Arch-Arsonist 10 жыл бұрын
You're not alone on that. Why I'm doing something in a game is much more important to me than the spectacle of doing it or "do it 'cause it's fun". I think it's because I need immersion into the game, I need to be convinced that I am there. I'm in Skyrim slaying a dragon, not on my couch passing the time. Perhaps there should be more mechanics used to increased immersion...
@MrServantRider
@MrServantRider 10 жыл бұрын
Yes I'm glad I found the one comment in the comment section that says this. :P But seriously, when Extra Credits or anyone else starts talking about video games based around mechanics and how the story comes AFTER the mechanics etc. etc.... I just wonder how doing a story-driven RPG would change the approach they mention. I mean, a game I played recently is the old Xenosaga game on PS2 (Currently waiting to get the sequels) and I LOVED it a great deal... and it literally has cutscenes that last over an hour at times. The gameplay is good, quite fun leveling up your people and setting them to work on the secret bosses actually, but in the end it's really all about the story, you know? I just wonder if the approach is different here or what.
@cuckoophendula8211
@cuckoophendula8211 10 жыл бұрын
I'm kind of surprised that not more people are saying this. I feel that the whole mechanics vs narrative comes from a game by game and person by person basis. There are people who tend to focus more on the story than others (and vice versa) while some games focus more on its own story for engagement than its mechanics (and vice versa). That also doesn't mean that there won't be games where the two elements are intertwined quite harmoniously (i.e. Brothers: a tale of two sons).
@BlazeHedgehog
@BlazeHedgehog 10 жыл бұрын
Videogames should be about their mechanics, because it's those mechanics that set them apart from other mediums. When you read a book, you can't fail the chapter because you didn't give your partner enough covering fire from invading monsters. How you play a game, the way you make your character interact with the world, is often the most important thing in a game, and some of the best games realize this and harness it. I feel like Valve was really good at doing this in the original Half-Life; if you break the story events of that game down, they're basically nothing. How you move through that world, interact with its denizens, and experience its encounters are where the bulk of the "story" is, and it is uniquely your own. It's actually something I feel like Half-Life 2 maybe ruins a little bit because they introduce named characters and lock you down in to stronger plot threads and sort of lose a bit of player-driven personality. Half-Life 1 is a game where you largely speak to the game, and Half-Life 2 is a game that more frequently speaks to you. Going back to the previous point, when you think about it, where gaming is going, it's about games where you can tell your own stories. Minecraft, Spelunky, etc. are not so much games as they are sets of rules in which you can relate experiences about your existence in that world to friends, about the one time you did this super special awesome thing that was uniquely exclusive to you. The recently released Shadow of Mordor is a lot like that, where there's a narrative in there, but the most interesting aspects of the game are the social structure of the enemies you're fighting against and how that reacts to the player's actions. It's narrative as a mechanic, not narrative wedged in between mechanics.
@reedpratt1985
@reedpratt1985 9 жыл бұрын
I was actually going to comment on the necessity of narrative being melded with game mechanics, since the thing that sets games apart from movies or books is that they have mechanics or at minimum are interactive in some way. That's a result of the medium's youth though, and not our inability. It's simply difficult to so radically change a medium so early on in its existence. I mean, jeez, movies didn't even have color until they were much older than modern video games are now (modern meaning NES era and forward).
@RabidKanid
@RabidKanid 9 жыл бұрын
The only issue I have with your description is that it doesn't necessarily solve the issue pointed out by the two videos. It calls for games to stay mainly just as they are now or rather to be more like Half Life were the mechanics tell a story, but it could be argued games like Mario or Duck Hunt do the same thing. Once your experience with Half Life or Shadow of Mordor is finished and you've got all the story like mechanics under your belt you probably won't remember much of anything of the game beyond a few key moments and momentary recognition of certain areas. As much as everyone loves Super Mario 1, it's odd that people rarely ever seems to think about the game afterwards past 1-1, the first time they get in the water world, the 2 fish bridge levels and beating Koopa/Bowser in the final level. Someone who experiences nearly any other medium will more likely be able to relate their on the whole experience in more detail than someone's on the whole experience of half life beyond the specific instances where the G Man showed up, specific instances where something awesome or weird happened, or the Plot appeared. In Spelunky every moment is interchangeable with every other moment except maybe that one time you finally made some progress in the game but even then you probably couldn't relate much of what happened to another person.
@vinx.9099
@vinx.9099 6 жыл бұрын
while i obviously agree that games are set apart by their gameplay i don't agree they should always only be about the gameplay. you can use gameplay to tell a story. you can use the freedom games can offer to let people create their own story which out even having mechanics for it. you can use gameplay to make you feel like the character. limiting games to only gameplay limits the medium as a hole and makes it weaker. if i said that you can only use movies for romcoms everyone would agree that that would be limiting, but that is basically what you are saying. you want games to only focus on one of their strong points and discard all the others.
@onemadscientist7305
@onemadscientist7305 6 жыл бұрын
The thing is, I don't think Minecraft (I'm taking this example because ot works really well and I know a bunch of things about it) is about its mechanics at all. Quite the opposite. Now, that may sound suprising, because all of the attention in every update is pretty much centered around these mechanics and people go out of their way to test, present to the community, and utilise the new mechanics every single time they're added. And, don't get me wrong, I think that it might be one of the games where there's the biggest emphasis put on the mechanics, especially in the technical community. But. Here's the thing. Minecraft isn't primarily about its mechanics, it's about what they allow the players to do. They enable us to do more things than you could possibly ever imagine, in a very mathematical sense : the number of block permutations possible in a single minecraft world far exceed the number of elementary particles in the observable universe. And that's only one, albeit very central, aspect of the gameplay. What I'm getting at is that Minecraft has a very special thing : it has its own history. And by that I don't mean a scenario, because it has about zero story at its core. I mean that the interactions of players with the game create a unique history generated by everyone, every time anyone logs in. And there's some kind of back and forth interaction between the playerbase and the devs to add new stuff that logically follows what people have done in-game, what they wanted, or what the devs feel will open up new possibilities without being so ellaborate as to prevent anyone from creating their own story. And I mean, while some games do this more than others, every game does it to some extent, they all provide you with a unique player experience. But I feel like minecraft has an history as much as the real, or rather, the physical world, has an history. Minecraft has had a few industrial revolutions, it's had its load of artworks created by various people, and its own actual proper games inside the game, maps that explore completely different styles of gameplay and feature original stories. I used to think of it as a blank page and a pen, or a set of complex tools with a virtual environment, but it's more than that. It is, by a very litteral definition, virtual reality, an actual universe with people doing and creating actual original things. You could reply that it's not really immersive in any way, and while that's relatively true in that you're never INSIDE the game per se and we need to expand on the various immersion technologies (what people normally call VR), it's still a virtual world without the fundamental need for sensory immersion. You might also argue that, in that case, other instances of full-blown virtual worlds alredy exist, like the internet as a whole, or a couple of MMORPGs, WoW to name just one. Except the internet, while certainly qualifying as a medium for creativity and with a common history, is very vague and abstract. The idea of a physical location and global laws of physics on the internet doesn't really make sense, and certainly not as much as in the physical world itself. MMORPGs do the opposite, they are very big worlds with lotsa people, each doing specific stuff in a defined location, in an unified space. But they lack the basic tools to easily create original artworks or program games inside the game, and so on. Basically, if you combine the possibility space that enables the amazing creative capabilities of minecraft, complete with its history, with the entire population of the internet, the unified space of MMORPGs, and a global, universal set of laws of physics, you get a different reality just as real as "real" reality aka the physical world. Something much like the OASIS, and potentially even better.
@grodon909
@grodon909 10 жыл бұрын
YES! Extra Credits!! Actual comment though: Why can't they be about both, or one or the other at different times or in different situations? I play WoW, so I can use that as an example, but I feel it would work with other games. When I'm first running through content, I'm mainly focused on story. I read the quest text, put it into context with whatever else is going on, and try to keep a consistent narrative. The mechanics take a backseat, since they don't matter as much below the max level: Cast spell A, Cast spell B, enemy is dead. When the player starts getting into max level content, however, the story begins to take a backseat, and the game IS about the mechanics: I need to do X damage, which would best be used at time T, by doing actions A,B,C, and then I have to do Y to make sure I don't die, etc). The story is still there, but that part of the game isn't ABOUT it.
@gardiner_bryant
@gardiner_bryant 10 жыл бұрын
Many games I've played that have an *epic* story often feel as though that story is disconnected from the mechanics. Halo, Command & Conquer, 3D Zelda titles, etc. They all tell stories but the stories are told cinematically; the developers rip control of the game from your hands and force the story down your throat. I believe that stories in games, when done in this fashion, undermine their intention. For me what is important is how the mechanics of the game interact with story elements. For example: BioShock's story mostly comes from dialogue in game, rather than through a cut scene. This beautifully and cleverly ties the game's mechanics to the game's story. Where BioShock and Infinite are both posing existential questions about the nature of agency, the developers usually leave the story up to you seeing as you can just walk away from (or not pay attention to) critical exposition. This is story done right. Another great example would be Braid. You have a choice to read the story or to simply pass by the books on your way to the next world. But if you take time to read the story--if you choose to--the ending of the game is much more satisfying (and terrifying) and you find a much deeper meaning behind it. Half-life, Bastion, Portal, and others like them do story right; leaving the experience of the story up to the player and thus *engaging* the player. And then there are games like Minecraft which have no story which allows you to create your own. Player agency is crucial for a successful story in a video game, in my opinion. Without a players active participation in the narrative, in my opinion the story will be totally lost.
@kid14346
@kid14346 10 жыл бұрын
This is the arguement between my friend and I. He plays games like a machine and I play it for the story. An example of this could be Fire Emblem Awakening. His characters are max level and untouchable because of the skills he unlocked for them yet he actually doesn't know a single character's name beyond their class. Then there is me, my characters are complete garbage as far as their combat effectiveness goes, but I have a connection to every single one and can name them all with little effort. This is exemplified with the DLC of the game, I was discussing them with him and after I told him about how interesting the stories of the DLCs were and how he should absolutely play it all he asked was, "What benefits do they give your troops?" He then disgregarded everything I said because they didn't give him any power ups. He did the same thing with Bravely Default, he can't even name the 4 main characters...
@badassoverlordzetta
@badassoverlordzetta 10 жыл бұрын
In fairness to your friend, neither FE:Awakening or BD scream quality storytelling by any stretch of the imagination. Although, it's his loss to skip character interactions in FE's support conversations as some of that stuff is comic gold. I couldn't possibly defend BD though, the only interesting part of that game was reaching some degree of godliness through creative mastery of the game's core mechanics. The game was so reminiscent of the earliest iterations of Final Fantasy games I would have been happy to call my team Monk, White Mage, Warrior, and Thief for the vast majority of the actual storyline.
@R4V3-0N
@R4V3-0N 10 жыл бұрын
He is entitled to play his games the way he wished. he could just take the disc of the game and use it as a frisby if he wished. As much as it seems like a waste for him to do things like that, it's still if he enjoys it then that what matters.
@ravercorum20
@ravercorum20 10 жыл бұрын
Your friend plays games. You own games to follow a narrative. I'd rather play with your friend than you any day.
@AnOrdinarySonicFan
@AnOrdinarySonicFan 10 жыл бұрын
I don't know about your friend, but for me, leveling up characters in Fire Emblem Awakening to the possible max is what *makes* your relationship with the characters grows as you (The avatar) grow. This is shown throughout the Support Conversations, as many people throughout the team can get to know each other, become good friends, and possibly getting married with each other. For me, I have chosen to level up my characters to the max, but at the same time, I learn about the stories of Lissa, Gaius, Vaike, and Olivia, just to name a few. Your friend must have the competitive mindset, because he might be deliberately passing up the opportunity to see the actual story with the characters. But as R4V3-0N said, he can play the game as he wants, and if he is enjoying what he is playing, that is what matters.
@kr1spness
@kr1spness 10 жыл бұрын
You two are polarized on this spectrum. I play fire emblem awakening for both and find it to be much more satisfying that way. I forge relationships for my characters when the relationships seem interesting. I read all about them and then enter the gameplay and send them on their own personal missions. They stick together, become stronger in a pair, and then one dies and I feel an emotional loss but enjoy the mechanical challenge and emotional struggle as my unit tries to make it to the end with their wife now dead. See, I enjoy the story. But I make a better story through the gameplay instead of struggling through it just to get to the narrative rewards at the end. They're not that special tbh, they're there to make relationships between the characters that are then taken into the battle. And I suddenly have very strong units, I send Cordelia and her daughter out on their own to flank and slaughter with their Gale Force and my useless Noire had to be protected by her mother who had to stay behind to do so, eventually Tharja became less useful but Noire grew into a strong unit near the end...and then her sister died while they were paired together and noire survived 4 enemies grouping together on her. She killed 2 of them and next turn her father came to kill the other two. My game went from having Chrom and Robin as my strongest pair, to having them split up into their respected families and rarely fight together. At the end, Robin became quite weak for me but I had him right next to Chrom for the final boss. They did some damage and chrom got left with 1 HP, literally, and then Robin hit the final striek tow in. That was a hell of a moment, and it's exactly what IDC and EC are trying to get at about the mechanical moments. Not chess pieces for a game, but not chess pieces with a narrative reward later on. There was story in my gameplay, complimented by the small narrative sections outside it and bundled up for a challenging mechanical run through of my Hard/Classic mode, rather than an easy/casual run through for the sake of an ultimately shitty narrative about a dragon wanting to kill everything.
@touisbetterthanpi
@touisbetterthanpi 8 жыл бұрын
As a novel writer, I found this quite interesting, as there is a, sometimes necessary, mode I have to step into, which I kinda think of as "mechanics mode" . Looking at a plot as a collection of mechanisms acting, such that the story develops and interesting things happen. I find it to be simultaneously the deepest, rawest experience of narrative, as well as the most surface level, and least meaningful. Spending all my time in this mode is counter productive, but as stated earlier, sometimes necessary.
@TehOliveman
@TehOliveman 10 жыл бұрын
Having been a longtime subscriber of Extra Credits and Idea Channel, this was some sort of surreal treat.
@YtseJam214
@YtseJam214 10 жыл бұрын
I feel like mechanics can be used to reinforce the narrative. Extra Credits themselves have an amazing episode called "Mechanics as Metaphor" showing how the arcade game Missile Command does this. Spec Ops: the Line does this as well, using its "gamey" shooting mechanics to make the player feel uneasy and show them that something isn't quite right. I'm not saying this is anything resembling the "norm" of game design, but I do feel it's possible. I don't think mechanics should take a backseat to narrative, I believe that ideally, if video games are to reach their full potential as an art form, mechanics and narrative should work in tandem.
@starilie
@starilie 10 жыл бұрын
I'm just saying... Best. Crossover. Ever.
@TheIndigoEclipse
@TheIndigoEclipse 10 жыл бұрын
Story gives you a framework within to play a game, playing a game creates a personal story.
@lauramarx8098
@lauramarx8098 8 жыл бұрын
I am so interested in this!!! I can't remember who wrote it right now, but I remember there was a filmmaker I was reading about who wrote a book (or magazine column?) encouraging watcing films better; encouraging viewers to be more attentive, more critical, etc. There is also, of course, the famous 'How to Read a Book' by Adler. At music auditoriums they will teach you Active Listening, such that you can pick apart instrment from instrument, chord from chord, key signature from key signature, etc. Maybe there is some analogy to this, active watching/reading/listening and passive watching/reading/listening, in videogames, that we don't know about. Maybe we don't know how to play videogames yet!
@Chronomatrix
@Chronomatrix 10 жыл бұрын
mechanics > story > graphics ALWAYS
@TheAlienpope
@TheAlienpope 10 жыл бұрын
Generally yes. But I play SOOO many different games and sometimes i want to play a game just for the visuals (crysis 3), and sometimes just for the story (the walking dead, Bioshock), and sometimes just for the mechanics (counter strike, civilization). I am not saying those titles lack on the other aspects. But if all games were developed like you are saying we would have a pretty boring variety of games.
@themagnety
@themagnety 10 жыл бұрын
mechanics > story > aesthetics
@joel6113
@joel6113 10 жыл бұрын
Don't use absolutes like always. An example of a game where I would NOT agree with you is the PS3 game Journey. That's a game that has the mechanics and the aesthetics as a way to enhance the story and experience. The mechanics are all designed as a way to help tell the story. In Journey, I would say that Mechanics = Story = Aesthetics. I seriously recommend Journey, by the way - it's pretty short, pretty cheap, and a fantastic game. Also, what about horror games? Amnesia: The Dark Descent, for example. The atmosphere of the game is the most important thing in those games. The mechanics are a large part in forming the atmosphere - the lighting mechanics, the doors you can open as slowly as you like, the sanity mechanic - but the game's aesthetic is as if not more important for that. In Amnesia, I would put it as Aesthetic >= Mechanics > Story.
@Raigan_Avalon
@Raigan_Avalon 10 жыл бұрын
TheAlienpope Same here, I too play some games for the story or the visuals. But, and here is the important part, if too much focus is given to the story and/or the visuals to the point that the mechanics suffer, a line has been crossed that can make the game 'unplayable'. While a game can survive a bad story if the mechanics are strong enough, it can't survive if the mechanics are too bad, even if it has a great story. And I think this is something that many people worry about. I'm not saying that you have to focus on the mechanics to the detriment of everything else, just to be clear. And here is a question for you, if Bioshock(a great game in my opinion) had horrible mechanics, would you bring it up as an example? Or do you remember it because it was a great story supported by solid mechanics? Disclaimer, this is my opinion and my thoughts.
@FreaperFTW
@FreaperFTW 10 жыл бұрын
themagnety I agree with you and want to expand on it: mechanics > story > aesthetics > graphics (for the sake of completion you'd have to put controls, gui, hud and a whole slew of other stuff in there)
@jacobhamblin5875
@jacobhamblin5875 10 жыл бұрын
Hey, loved their EC cameo, their new video "Digging Deeper" is next on the subscriber list Anyway, I feel the need to break the generalization about this. Most games I play for 1 of 3 reasons: strength of the story, sense of accomplishment, and the value of community. Most good games find a mix of the three that encourages you to keep playing, but mechanics aren't directly part of any of them. Take Ocarina of Time for instance. The main reason people play it is for the story. Saving Zelda and stopping Ganon is so important to you, almost nobody actually goes fishing for that giant fish before they've beaten the game at least once. The key is that you can put those things off for later. The story is the main course, but once you beat it, or if you just need a break, there's SO much more to do that the world feels big and the story benefits from it. Everything, including the mechanics, go back to the main purpose: the story. On the complete other hand, Smash Bros seems to lack a story entirely, and yet it's a great game as well. It's popularity is all about the best game experience through mechanics and the best multiplayer community possible. But neither of those appear to have much over other fighting games, and yet Smash Bros is undeniably a huge success. The key is the characters. The story of all the individual characters is what makes people interested in the first place. Without that, there'd be no community, and no point to the mechanics. In both situations, the mechanics strengthened the story and the story strengthened the mechanics. I realize you probably didn't have Nintendo in mind when making this video (MMOs especially seem only about mechanics and story takes a back seat), but they're a great example of how these two key parts of games can work together to make a great game. Sorry for the rambling.
@lisatroiani6119
@lisatroiani6119 6 жыл бұрын
Dan: Mike, what is that thing between your head and your torso? Mike: That’s a neck *I’m dying*
@nevokrien95
@nevokrien95 8 жыл бұрын
mabe the problem is thet the story is not realated to the mechnics
@ypsiminers
@ypsiminers 8 жыл бұрын
+Nevo Krien That would be called "ludo-narrative dissonance."
@TheCredfield
@TheCredfield 8 жыл бұрын
+YpsiFang dayoscript? sry
@ypsiminers
@ypsiminers 8 жыл бұрын
***** What?
@TheCredfield
@TheCredfield 8 жыл бұрын
YpsiFang dayoscript always talk of ludo narrative dissonance in his videos, but its on spanish
@ypsiminers
@ypsiminers 8 жыл бұрын
***** Okay.
@Nixitur
@Nixitur 10 жыл бұрын
You say that "[...] narrative elements fuel video games as an art form, experience giver and vehicle for meaning", but I feel that the same is true for the _mechanical_ elements, possibly even moreso. You say that as if concentrating on the mechanics does not fuel video games as an art form or as if gameplay over story robs games of their meaning. I think the _opposite_ is true. Video games are important as an art form precisely _because_ of their mechanical aspects. Interactivity is at the core of video games as a medium because that's what sets them apart from other media. Not to mention that communicating meaning and emotions solely through gameplay is not only possible, but also, in my opinion, something that should be emphasized _way_ more than it currently is. Now, I'm not saying that we should go all the way to abstraction and only create games without any narrative elements. That'd be stupid; I greatly enjoy a well-written story with interesting characters. I'm just saying that a game can be art even on the merits of its gameplay alone. I especially disagree with your statement that "that importance [of the player's actions] is set inside a [...] structure of meaning, intention and ideology". In my opinion, it should be the other way around. The narrative elements can and should inform and supplement the player's actions, but the gameplay should come first because that is how the player primarily perceives the game. brutalcumpowder (it's like talcum powder, but more brutal) made a very good video on that, mostly referring to the way games are criticized, over here: Separating Gameplay from Art
@avivgy
@avivgy 10 жыл бұрын
good point. I think that going "full abstract" at least in some parts of the medium can be very interesting. if you think if games and only an interaction and convey meaning through that, you can achive things unlike what is currently in the mainstream. to understand what I'm talking about play or even read about the game loneliness. it's a free online game that got allot of fuss going because of how simple and abstract it is.
@Nixitur
@Nixitur 10 жыл бұрын
UnderstandingSheep Oh, absolutely. Being very abstract is an interesting approach to game design. But what I feel is often ignored is that even in games that _have_ characters, a story and themes, there can be and often _are_ very large parts of the game where meaning, emotions and experience are derived entirely from the gameplay and _not_ from the narrative elements. This is most easily illustrated with emotions. Shock, frustration, tension, elation and many more are often evoked purely through level or enemy design, regardless of the existence of a story, characters or themes.
@CappuccinoGuil
@CappuccinoGuil 10 жыл бұрын
Holy cheese balls, this is perfect timing. Had a discussion today with a colleague while we were writing the subchapter on mechanics for our survival horror games thesis. So, here's the thing, a bunch of people consider mechanics differently. Fullerton, Björk, Schell. The overall view, though, is that mechanics are a tool that creates a system, a system that is what the player shall interact with. So, it's not really that mechanic A + mechanic B in a context = Gameplay, but rather just the game. Why is that important? Because the "play" part in gameplay comes from the player and it's important to know what everyone is doing in order to tackle this question. Thinking from the point of view of designers, it's really hard to not see games as a bunch of mechanics. I mean, mechanics are the guts of games. To make a game without mechanics is like saying I'm going to create a human being without a liver, kidney and lungs. It just can't be done. This conversation is also very delicate, because what Dan and Mike mean is not that we should put Mechanics to the side, but rather use them to convey more meaning. It is *VITAL* to understand this, lest you attempt to make game-movies like David Cage and... let's not talk about that. Thinking from the point of view of players, it's... funny. In a way, we as players ran towards games for escapism, some for more reasons than one. In the past gaming was a way to cope with the hardships around us or simply to forget our problems and have some fun. So I think it's funny that a media in which the average user dives deeper than the average user in any other media has so much problem giving deep meaning to what is the core of it. In other words, your average game have mechanics that only function to build the game rather than give it depth. And the ones that DO give depth are very rare and, some times just fly over people's heads (there was a guy that demanded a refund because he thought The Stanley Parable was stupid, too short and had a horrible ending) So, maybe the answer is... not here yet. I could guess and create theories, but at the end of the day I don't think we're at the right point. We have a good start, though, and that's awesome. We just have to start teaching players to question and look into what they're doing more as well as have developers challenge the way mechanics are created in their work.
@ambihextrous
@ambihextrous 10 жыл бұрын
I posted on the Extra Credits video, which I watched first, that this collab between two of my favorite channels made my day!!!
@boardgamebrawl
@boardgamebrawl 10 жыл бұрын
This comes up a lot with modern, designer board games. What's more important: mechanics or theme? Many people fall on one side or the other. Betrayal at House on the Hill is completely broken as a game, with some scenarios being unplayable. But people love it because of the immersive theme and experience. Through the Ages is an incredibly dry and ugly game to behold, but it's one of the most beloved games ever because people love the complex mechanics. For me, I love games - digital or tabletop - that look good, are simple to pick up and play, but will reward players who put in the time to get better at them. Let's call it "optional complexity".
@TheJaapS
@TheJaapS 9 жыл бұрын
Agreeing with you there. In Betrayal if the traitor plays the scenario even mildly optimally his/her victory is almost certain. I find myself playing the traitor more like I'm the GM of a variation of Dungeons and Dragons, trying to make it a close finish without making it looks like I'm intentionally losing.
@CloudCuckooCountry
@CloudCuckooCountry 10 жыл бұрын
Why shouldn't we privilege mechanics? If we were going to privilege the visuals, sound design, or writing, or whatever to the detriment of the gameplay, then we might as well be making movies or something. And I don't like movies.
@NovaHessia
@NovaHessia 10 жыл бұрын
Visuals and sound design are only technical aspects, too. Do you think about games only in technical aspects? Games are an own medium, which is distinguished from other media mostly by their interactivity. So do treat them that way! Games can focus on the story and yet be totally different from books and movies on account of their interactivities. Of course, some genres, like RPGs, lend themselves better to that than others, but the basic point remains: It's not about visuals or sound design or whatever. It's mostly about the writing: Of designing a game in such a way that you really are your character, that you are inside the world, making choices leading to different outcomes (that would be impossible in a book or movie)... instead of merely solving tasks or shooting things.
@CloudCuckooCountry
@CloudCuckooCountry 10 жыл бұрын
NovaHessia Do I only think of games in technical aspects? Well, I mentioned the writing. So evidently I don't. Personally, I think if you're going to go down the "storytelling in videogames" route, then there has to be more too it than simply thinking of videogames and being stories you can interact with. Because this type of mindset leads gamers and designers into thinking about stories in games as being the same as stories in films or books, only you press buttons during them. Stories in games usually end up going the route of gameplay --> cutscene --> gameplay --> cutscene where the player just sits back and watches the character drama play by itself and only takes control during the designated "gameplay sections" where character and plot development is largely kept to a minimum (see: The Last of Us). And when you introduce "choice" or "branching story paths" it's usually a very limiting sort of freedom that the player has with rare exceptions that capitalise on player choice. (see: The Witcher games) And they still suffer from the same problem of limiting the majority of interactivity to non-story sections. Which means that the story in the game is almost always a distraction from what is considered to be the "core" gameplay. I think, if you want to make a game "about" a story, then you should scrap combat mechanics, because most stories out there don't focus on combat, and come up with different mechanics that systemise character development without resorting to cold detached XP bar. But even then, when developers take forced combat out of their games to focus on the story, they forget to replace it with other mechanics and make something like Gone Home, which probably would've been better of as a novel. Until game developers figure out that they need to make games in which they can adequately systemise the engaging parts of a typical story (i.e. themes, character development, plot, etc) and not have these story elements feel completely detached from what the player's interaction with the game systems, or at best have some minimal form of interaction to try and mitigate the fact that the player is having control largely taken away from them, I see no reason to prioritise story over gameplay. Which is different than saying there should be no story, or that story is unimportant. Story can lend itself to gameplay in that it contextualises what the player is doing. But in that regard, it shouldn't take up the bulk of what is supposed to engage the player. *cough* Metal Gear Solid *cough*
@TheBrazilRules
@TheBrazilRules 6 жыл бұрын
NovaHessia You are so dumb. Never heard of "Choose your own Adventure" books?
@XerxesTexasToast
@XerxesTexasToast 10 жыл бұрын
_HOLY FLURK IDEA CHANNEL AND EXTRA CREDITS IN THE SAME VIDEO!_ I can die happily now. Thank you. In terms of mechanics vs. story, it really depends on the game. The only thing I can really say about this is that gameplay and story integration is important to keep the two aspects balanced. Too much story can overwhelm gameplay-hungry players, and too much gameplay can bore those looking for a solid story.
@WarpScanner
@WarpScanner 10 жыл бұрын
I think that, going for either mechanics focus (Killing Floor, Counter Strike, Racing games, 'Arcade' games, Pong, Chess) are a perfectly valid and fine form of game. Sometimes all you want to do is play and you don't care about context too much. These games are common. And that's fine, they are 'games' in the purest sense of the word. Equally so, I think 100% story focused games ('Walking Simulators' are the purest example) are also valid as well. Sometimes you just want a story and you want the added bonus of feeling like a part of it without nessesarily needing a challenge or any sort of actual 'gameplay'. I'd argue that calling them 'games' or not is sort of a pointless debate. All I know is that they seem to appeal to many of the same people that play 'mechanics' focused games, because most people play games for the agency it gives them, and both forms of game gives people that. And really this is more important that worrying about whether they need to be labeled one way or another. Finally, what most games do, like most excellent and crappy AAA games alike is that they focus on both, but make the story and mechanics inherently 'disconnected' from each other (Borderlands, GTA, Mass Effect, Uncharted). This fine as well, but it shows the limitation of non-artisan corporate-made games when you have departments of people developing the story and mechanics and then stitching them together later. Its really hard to effectively combine mechanics and story in a meaningful way, but some games arguably manage. Dark Souls is often cited as an example but I'd argue that it sort of 'cheats' by being as story-lite as possible during its standard gameplay, you really have to actively look for story in that game. Hotline Miami sort of manages to do so by making the story all about the 'mechanics' of slaughter and how much the player enjoys killing, lots of games do this but Hotline Miami does so extremely well. Spec Ops: The Line takes the reverse perspective of Hotline Miami and criticizes the players actions and makes its gameplay somewhat tiresome and cruel on purpose. You might notice that these examples are all violent. There has never been a game though with a particularly unique non-violent story that also manages to tie in particularly compelling gameplay without essentially separating the two aspects of the game, non-violent games usually abstract the gameplay as some sort of puzzle or point and click, etc. This is because gameplay is all about challenge and conflict resolution and actually has a basis originally in violence (chess is about war, sports tend to be violent, etc, this is a whole different topic) and story can literally be about anything and in fact needs to be varied to be compelling. Imagine a game made with compelling mechanics that mesh well with the story of a non-violent classic piece of literature without actually just copying the story from a classic piece of literature. You'll find that it doesn't exist. I'm not saying its impossible, but it'll require a collection of multifaceted genius's to properly create and those genius's need the same vision. AAA developers and publishers as well as the small indie developers are very unlikely to be the source of such a creation. Making such a game would be harder than making pretty much any other 'great' form of media. This sort of segues into how video games have arguably so much more potential than other non-interactive forms of media. The problem isn't the media form, the problem is the limitations of what humans can create (which if you really think about it is sort of a dark thought). It would require a planet alignment level statistical anomaly for humans in their current state to make even one example of such a master piece. Its more likely that the humans of the future may create something like this utilizing some intelligence enhancing technology or even potentially in unison with AI. I just don't think we are capable of it as we currently are. That's right, I think the ultimate form of media is a video game. And I think its potential is so great that we aren't even capable of reaching it.
@Silverizael
@Silverizael 10 жыл бұрын
I think The Stanley Parable is probably one of the most well known examples of story focused games, beyond the fact that it is itself a critique and examination of gaming tropes. And I agree, especially with the onset of virtual reality gaming with things like the Oculus Rift, video games will likely become the ultimate and ubiquitous form of media.
@Sinrus1
@Sinrus1 9 жыл бұрын
I disagree with the statement that there has never been a game with a unique non-violent story that also ties in compelling gameplay. Analogue: A Hate Story is a non-violent visual novel that has a hacking mechanic that is a major part of the plot but also an engaging system to interact with. The game Mount & Blade can be played with the player being a merchant and tells your own personal story. Also being a merchant can be done without violence through use of the game's mechanics. Papers, Please is another game with a compelling story and an engaging mechanic done without use of violence.
@Silverizael
@Silverizael 9 жыл бұрын
Aaron Burch Well, other than you having to shoot that guy that jumps over the fence in Paper's Please. And the bomber. And a bunch of other stuff.
@Sinrus1
@Sinrus1 9 жыл бұрын
Do you have to shoot him? I remember that you are told to but I'm not sure if you have to. Also the primary mechanics (and arguably the most engaging ones) come from the non-violent stamping of papers.
@Silverizael
@Silverizael 9 жыл бұрын
Aaron Burch I agree, i'm just pointing out that violence does exist in the game. Beyond also all of the implicit violence the game is about with the guards and such.
@Dragonite43
@Dragonite43 7 жыл бұрын
One thing I wonder about that is being lost is the fact that in movies, books, Tv shows, and such, the story is always moving forward. In a video games, the story only moves forward when you progress in the game. This means that if you get stuck on a certain part of the game, you have to stop thinking about the story and what do you need to do to move forward. And this forces the person to focus on the mechanics and not the story. The perfect game would be one in which you can play it without needing to think about the mechanics. Everything becomes secondary so you can focus on the enjoyment of the game instead of figuring out how to play the game. It is like how a person is playing a video game for the first time struggles with it much more than a person who has played video games before. For example, I played Super Mario Bros before. So with my knowledge of Super Mario Bros, I can try and apply what I learned there to other platformer games. However, when a person is playing a game for the first time, they need to figure out how one plays a game. The person needs to slowly figure out that they need to move right, or they need to jump, or that there is even a button to jump. It is like trying to read for the first time and never seeing letters before. What are those weird symbols on the paper? They are letters? Okay, but how does one read them? What are things weird dots and why do some dots have a tail? Repeat until you finish. And then when you have learned how to read, you can try seeing if you can read stuff with more vocab words and longer sentences or even longer stories. This is why I think it is a good idea to teach someone how to play on an old 2D video game like Super Mario Bros as there is less they need to worry about, like the Third Dimension, and they focus on playing. You could argue that this is why simple games with some depth is more enjoyable and why we might like them more than complex games where we need to learn the ins and outs of the mechanics of it, so much that not knowing them can be the difference between hating or loving a game.
@DenniTheDude
@DenniTheDude 10 жыл бұрын
IMO games should be about mechanics, not story. Story is just a plus. I also think atmosphere is more important than story in videogames, like, I've never played Super Metroid, but I love the game simply because of its super atmospheric music and visuals for example. I also seem to love when games are subtle about story elements and world building. That's kind of why I LOVE the Half-Life series, most notably in HL2 and its episodes. They don't shove too much in your face. It's so easy to miss dialogue and hidden messages, but if you look for them, they're there. And even then, you don't know everything about the universe, and that's one of the reasons why I want even more Half-Life games. Also if you decide to read about the game you find out a bunch of interesting notes and theories about why something is like it is, who/what G-man might be and so on.
@TheHappybunny671
@TheHappybunny671 10 жыл бұрын
I completely agree with this from personal experience with the game Pokemon. When I was younger, I would not pay attention as much to the mechanics of games, because I was not very "good" at them. In particular, Pokemon Blue was probably the first game I ever played, and I enjoyed its narrative. I truly wanted to become a Pokemon master and detested Team Rocket. I also understood the message of a coming of age through the adventures of life with friends. But as I got older, and "better" at the game, I focused less on the story and more on the mechanics. I now focus on EVs, IVs, move set predictions, and other parts associated with the game. I still enjoy it, but I feel that I enjoy it a lot less than from when I absorbed the game as a narrative than as a set of statistics. Now, I find completing the narrative almost to be mundane and useless to the "real" aspects of the game. I feel that us, as hardcore gamers, forget the fun in simply "playing" the game as competitiveness forces is to focus almost exclusively on the mechanics. Perhaps we may all go back to simpler times when we enjoyed games for the stories that they are.
@Merivio
@Merivio 10 жыл бұрын
I recommend Bioshock Infinite to you. It is a fantastically story-driven game, providing game mechanics as a stimulant, nothing more.
@TheHappybunny671
@TheHappybunny671 10 жыл бұрын
L33tImagination I probably would but the only new system I have is a 3ds. But I heard that that game was highly rated, so I will look into it. Thanks.
@fehoobar
@fehoobar 10 жыл бұрын
Great video, well done. Also, here from Extra Credits, absolutely wonderful and well-crafted combo. Subscribed. In my opinion, as a player you'll (obviously) remember much more depending on how much you're invested in the game/character/life. If you're playing a Kirby or Mario game you're probably not going to remember individual jumps, deaths or levels, but well-placed throws or attacks or that ridiculous stunt you pulled to climb a wall or go through fire, or how about that one part where you died over and over again, maybe trying to get that one last secret on the level? Those will stick with you for a long time. I still remember the last secret exit I found in Kirby's Adventure for the NES (that damn boat level with the hammer and laser). Then you can look at games like NetHack, FTL, Minecraft, Dwarf Fortress or Don't Starve which are all about the journey, not the getting there. There you'll start to see the memories of 'doing' things, and what Extra Credits mentioned about feedback loop of learning about the game, then going back into the game to enjoy it more. Maybe it's simply about the enjoyment of doing things you're good at or are constantly getting better in. For instance, I played Final Fantasy 13 for a bit, wasn't impressed and dropped it, then a few months later ran into a great LP of it, found surprising depth in the mechanics and proceeded to enjoy myself thoroughly with a second go at the game (80+ hours for first playthrough, about the same as Final Fantasy 7).
@tannertehpianist
@tannertehpianist 9 жыл бұрын
Something i thought he could have explored further was the potential for mechanics to enhance and intertwine with a story. i guess the game braid immediately comes to mind, because the mechanics of that game reflect really beautifully the story of that game. Also, Brothers: A Tale of Two Sons expertly intertwines its innovative mechanic--of controlling one brother with each stick--to drive home their bond to the player. When the older brother died and I was left exclusively using one control stick, the sense of the younger brother's loss was amplified that much more, in my eyes.
@EmberIslandPlayer
@EmberIslandPlayer 10 жыл бұрын
I remember the shit storm that emerged when Gone Home received positive reviews upon release a year ago. A lot of people who played it got pissed off because there is little gameplay, and weren't willing to forgive this in favor of the great story. (If I remember correctly, it might have been a factor in Adam Sessler's departure from games journalism after all the flamey comments he received after making Gone Home his game of the year.) Some describe it as a "visual novel" rather than a game so that potential buyers know what they're getting into. To me this is a great example of the larger gaming audience expecting an emphasis on mechanics rather than story, and feeling ripped off when the gameplay is minimal. I loved Gone Home, and it bugged me that Gone Home got so much hate while The Stanley Parable was adored simply because the latter was funny. It was similar to how I felt when people's reasoning for not liking BioShock Infinite, one of my favorite games of all time for both mechanics and story, was that the gameplay was boring or too similar to the original BioShock. The number of subtleties in that game blew me away and I was bummed that a lot of people weren't interested in that. I believe there's a potential for a larger chunk of the games industry for titles like Gone Home and The Stanley Parable as well as 'normal' games that are still story-focused like Bioshock Infinite. To me it seems like a larger perception of what games are meant to be is holding a lot of people from discovering these incredible experiences.
@anja8595
@anja8595 10 жыл бұрын
iamihop Interesting considering in Gone Home, there are puzzles that if you choose to solve open up a new world of the narrative and change the way you previously understood your surroundings. (Such as an incident that happened to the character's father that you only learn about if you do an optional puzzle.) I'd argue that Gone Home had a lot of nuance. In telling a story non-linearly, the order in which you heard the story made a huge difference. It was an exploration of having the same blocks of story told in different orders and how that impacted your perspective as a gamer. This technique Gone Home stripped to its bare bones but with its experimentation can be applied to games with additional more complex mechanics. In essence, it's a minimalist research in non-linear narrative mechanics.
@anja8595
@anja8595 10 жыл бұрын
iamihop Oh gosh, are you serious? There are so many triple As with linear story (and every single adventure game on the planet) and none of them have to fight for "game" status. Choose your own adventures are a type of text game but choice is so much more nuanced than just is there a script?
@deoxix
@deoxix 10 жыл бұрын
Stanley Parable fanboy here. Gone Home: Classic nice adventure game elevated to masterpiece by some people because the main story is little less common than usual although if you change one element you have a very classic story(you know what i'm talking about). You can explore and investigate objects. There's only one ending. Stanley Parable: Parodic commentary on the nature of choice in video games (more exact the nature of no choice in videogames) and the relationship between the game developer who tries to put an history and the player who is kind of greedy in the sense of wanting to make their own history. Stanley Parable never ever says that it's a videogame and never ever is righteous on how it talks to you. You just think you're making choices while getting in a trail to one of the multiple endings. Do you see the difference?
@leotamer5
@leotamer5 10 жыл бұрын
I haven't played Gone Home, I haven't looked in Gone Home, however as a gamer I can tell you why the Stanley Parable was so well recieved compared to other walking games. Stanley Parable both parodies walking game while even if the only thing you can do in the game is walk and press buttons, it isn't one in a way. The Stanley Parable both mocks and celebrates gamers. One hand, one of the jokes in the game is the lengths games for secret snobing. One of the ends of the games involves the player throwing Stanley to his doom. While another involves him playing a very tedious game of press a button in order to get another secret ending. On the other hand, it encourages exploration as well. You can play through the story just as the narrator tells it. You get a 5 minute game and can put it game. Their isn't much humor. Their isn't much anything. However, you can get some very funny, intregying endings for going against the narrative. Finding the unfinished room, and so on. The major complaint about walking games (I am not even sure if Gone Home is one, again never looked into it because it isn't my cup of tea.) is their is no interaction, where Stanley Parable can do so much with so little. It gives you choices. It being funny as helped a lot, but I mean it isn't like comedy is a very foreign idea to video games.
@Crowbar
@Crowbar 10 жыл бұрын
There is a reason Stanley is so well received and thats because its interactive. You make choices. Also its something which only works as a videogame. Gone Home you could do the same as a movie or a book, besides, its not really a game is it? I mean does it have to be? They shouldnt market it as a game, people wouldnt complain then. Same goes for Dear Esther.
@jetkirby
@jetkirby 10 жыл бұрын
I don't think games being about their mechanics is weird at all, they're SUPPOSE to be about their mechanics, a game doesn't need a story what-so-ever to be entertaining. When video games were new, and they had very little in terms of graphics, we didn't need much in the terms of a story. You were lucky if they included a few lines of text in the instruction manual. The great difference between video games and other medias is the actions and interaction between the player and the game. Mechanics are the essence of the player interacting with the game, and thus paramount to the entire idea of a game. The story is very nice, and can help a game be great, but it is by no means necessary or even important. A lot of video games start with an idea for a mechanic, something that sepperates their games from others, if you have an interesting game mechanic you start building from there and the story, characters, and everything else follows after that. This shouldn't be Are Videogames About Their Mechanics? It should be "Why Do People Care So Much About Cut Scenes and Story Telling In Video Games" Not that caring about those are bad, but that's the real "huh why is that" question, the mechanics one is a no-brainer. The extra credits guys like to throw the word "agency" around a lot, and I think that's what largely separates video games from movies, music, or reading. You don't get a lot of choices in other medias, by the time you are enjoying them all the decisions have already been made you can only appreciate it or pass it by. Video games however empower players by letting them choose how things will happen, similar to "choose your own adventure novels" which if you think about it, is sort of like a book "mechanic". Video games have expanded agency like never before, and that's what makes them great.
@jetkirby
@jetkirby 10 жыл бұрын
I don't think mechanics stop people from enjoying/involving themselves with the other aspects of games, it depends if the person was already pre-disposed for caring about the story or atmosphere.
@GameDevAcademy
@GameDevAcademy Жыл бұрын
God I miss this channel
@nicholaskaprielian3379
@nicholaskaprielian3379 10 жыл бұрын
I believe games currently fall into two categories: 1. A game that focuses on a story line and has an end goal of completing the story line and finding out how it ends. A game like this usually consists of a Player vs AI or Player vs Environment mentality. 2. A game that is competitive and has a main focus of a Player vs Player or Team vs Team mentality. Obviously, these two categories are not mutually exclusive and there is plenty of room for overlap, but in my experience there is an indirect relationship between mechanics and story line and a direct relationship between mechanics and competitiveness. If we take a look at the most competitive games throughout recent history, the most competitive games have little or no story line, but require an incredible amount of mechanics to play; the better a player is at those mechanics, the better the player is at the game and the more competitive he or she can be. We can start at games such as physical sports, to games like chess, to the most competitive video games (Halo, Super Smash Bros, Warcraft and Starcraft, DOTA Allstars, League of Legends, DOTA 2, etc.) and see that these games have little or no story line, yet people make a living off of playing them. Games that focus on story line are still great and do require mechanics to be successful (and follow the same structure: the better a players mechanics the more successful they are at the game), but are really only played for fun. Even when games that are made for the story line are made competitive (such as a speedrun through a game), superb mechanics come heavily into play. Games come in all variants and everyone has different reasons for playing their favorite game, but I believe that with a rise in competitiveness of a game, there is an equal rise in mechanics, no matter what the game is, and this is okay.
@omegamagna
@omegamagna 10 жыл бұрын
On one hand, it's true, you can have fun without story in video games, but that doesn't mean that we should dismiss stories. In fact, when playing games like The Last of Us, my favorite part of the game wasn't the mechanics, but the story itself. And i feel like The Last of Us was so much better than movies and had a much bigger emotional impact due to the fact that we felt like we were LIVING in the story line due to the fact that we can control the characters.
@ellisartwist
@ellisartwist 10 жыл бұрын
PBS taking a page out of Game Theory's book with the WatchunderscoreDogs joke. Still funny. I was kind of expecting another crossover with PBS Game Show considering the subject but I guess two guests may have been a bit much.
@TogeNoBara
@TogeNoBara 9 жыл бұрын
I am a game designer. I do 3D modeling and sometimes concept art. When I make a character I must focus on all sorts of aspects around their lore/personality to further their creation. I've found that when a player is TRULY entranced by the game they are playing, they slow down and take a moment to notice the small details. So basically, if you make a game good enough, the players will, in fact, notice the story/art/non-mechanic portions of the game. You see this more when a player is going back and playing a game for the second+ time or when they are already a fan of the genre/series.
@thedarkladyrose
@thedarkladyrose 8 жыл бұрын
I get that it's different for a lot of people, but what always drew me to video games was their plots. I care very little for their mechanics beyond the fact that their functional.
@BloodyCrow__
@BloodyCrow__ 9 жыл бұрын
There's this thing called immersion.
@user-xp8nv7qf2e
@user-xp8nv7qf2e 8 жыл бұрын
+crueldarknight123 I would definitely say that immersion is one of the most important aspects of a game for me.
@Myst165
@Myst165 8 жыл бұрын
+crueldarknight123 You're thinking of the word 'role-playing'.
@uncanalmenor
@uncanalmenor 10 жыл бұрын
I've been thinking about this issue too. Have you noticed that many indie games seem to have a much tighter integration between narrative and mechanics than big-budget mainstream games? For example: in Braid, Fez, The Swapper the mechanics and story both engage with issues like the flow of time, unbeknown dimensions of space and identity and its relation to individuality, respectively. Could it be that having a tighter budget and only a couple people working on a project makes a developer focus everything they got on delivering a message? Or perhaps it is part of the indie ethos to deliver a more thoughtful and artistic product?
@cancanmx555
@cancanmx555 10 жыл бұрын
Tienen que pegar de alguna forma, yo creo que es la táctica para hacer lana.
@LordFrypan
@LordFrypan 10 жыл бұрын
Here is my theory, as an overthinker working in the video game area, is the following : each art form can be decomposed into atomic disciplines, such as picture, space, movement, sound, rythm, physical performance, language, narration... Each of those constitute a skill to be mastered in order to convey emotion and/or meaning. Academic forms of arts are at set of these atomic disciplines with a core discipline. For instance, theatre and cinema are both narrative media at their core, and can use sound, and physical performance to convey this narration. What makes the difference between theatre and cinema, is that the former exists in actual space, while the latter happens in the form of a rythmic picture. So we have here three types of disciplines defining an academic artform : core discipline, defining discipline, and facultative discipline. To further illustrate this point, let's take dancing : it's rythm and physical performance at its core, but it's also defined by sound, in the sense that music is the framing of the dance, it provides an environment in which the dance can happen, else it would be mime or some other form of physical expression. Of course, you can find fringe exemples in every academic field. For instance, the music video defies my definition of cinema, and while they are indeed a form of rythmic picture art, they are not here to convey narration, but music. By these definition, games are the art of interaction. So anything else inside a game, in my point of view, is just here to deliver the interactive experience. My favorite exemple being Tetris, which is a video game without an ounce of narration. Because that's not what is important here. Now, I'm not advocating the use of tiny restrictive boxes to tidy classify everything, just trying to establish that, if you look what is academically speaking a game, the flagpole is here, and there are artworks that are closer or further from that pole. So, the point that narration has its importance in a game doesn't come in contradiction with the oint i'm trying to make, i'll just aknowledge that there are transitional works between pure games, and another landmark that would read "interractive storytelling" which is still something else, academically speaking.
@Zupscriber
@Zupscriber 9 жыл бұрын
Greetings from Denmark. Thank you for a great show. At first I thought that it was a very valid point that it might be the fact that video games are still relatively new and constantly developing that causes the focus on the mechanics. However, when you related games to other media and art forms I came to think of how I listen to music. I listen to everything from Jacques Brel to Muse to Bach and Chopin, yet for different reasons. I realised only recently that I can very easily categorise the music I listen to into two categories: 1: Music that has beautiful, well-written lyrics. 2: Music that has an interesting melody/rythm (can also be beautiful of course). Now, back to games: Couldn't this be the same with games? I know that the approach to technology is constantly changing. For instance I'm 17 and the difference between my approach and the approach of a 34-year-old is massive. Also, with the new Ocolus Rift and even just the thought that goes into developing tablets (designing them for children so that anyone would find them naturally easy to use) I believe that we are going to be able to get even further beyond the mechanics (maybe even a standardised system so that one wouldn't have to learn new mechanics and thus be more apt to forget about them, who knows). Yet going back to my musical argument, I realised that I also play games in different ways. For instance I play League of Legends without bothering to read any of the lore, yet enjoy competing vs other players and testing my reflexes and tactical knowledge and skill. But I also loved Portal (the first one was better) because of the story. I barely even thought of the mechanics and was only inspired by the possibilities of the universe and curious about the storyline. My point is that the future might not only bring games more easily digestible and closely connected to the story line, but separate into two categories: mechanics' games and story games. What do you think? Best regards.
@WiscoNortherner
@WiscoNortherner 10 жыл бұрын
As a creative writing major who spends most of his time focusing on the mechanics of different literary works, part of me likes to compare video games to an unfinished novel, where a person other than the novel's creator needs to complete writing parts of it. If a writer is given a manuscript that they know is incomplete and then shown what parts need to be finished, it's likely they will need to learn the mechanics of the work (motifs, themes, narrative voice, character nuances, etc.) before they can truly write it. Unless they master these mechanics, the novel likely will not be very good, or rejected by a publisher entirely (Game Over). The added problem of making a game, continuing this parallel, is that a novelist first writing the novel for someone else to complete also needs to make sure the reader knows what parts of the novel need finishing and make it so that what they can put in does not make the book utter trash. And that's the key. Because players can and will do whatever they want, to make a story that works, they need to make sure the players CAN'T do what the developers DON'T WANT them to do. When they fail at doing so, you get (and I apologize for using this term) Ludonarrative Dissonance. The clashing of the narrative the developers want to tell, and the play- the actions a player takes in the game. And THAT is why there's such a focus on the mechanics of a game. Because both the developers AND the players need to know them through and through. Unfortunately, because of that, there aren't very many games where the gameplay, the mechanics, really adhere to the story, and make the story the focus. If I'm to be ask an example, I'd say the clear choice- without equal- is Shadow of the Colossus. Travel, Solve Puzzle, Climb, Stabby Stab Stab, hold on for dear life. Those are the mechanics. It's also the story. Overcoming immense challenges and killing giant creatures to revive your lost love. You can argue that there is not much story to get in the way, sure, but there's also no game that's hit me as powerfully for completing my own actions. The closest game in comparison to me may be The Last of Us, whose mechanics are entirely about staying alive at any cost and protecting Elly. There are certain points I'm not sure it maintains that, but I think that's the closest I'll be able to think of.
@TheBasshunt3r
@TheBasshunt3r 10 жыл бұрын
Well, maybe you want to think about Dark Souls as well, I mean the story is staying alive and overcoming majure challenges to save the light from dying. It's also the mechanics, you will need to be really good at them to slay the monsters and eventually save the light from dying, and trying not to die because you will get less human as you do so. I think Dark Souls is also a really good conception of what the relationship between story and mechanics actually means. Don't you think so?
@Steampoweredwolf
@Steampoweredwolf 10 жыл бұрын
The gamer isn't another writer, he/she is the editor. Everything in the story is there, you just mearly choose what to experience.
@WiscoNortherner
@WiscoNortherner 10 жыл бұрын
MrTashy That's a possibility. Though there's an argument as to who exerts more control, the author or the editor, in that example. Which is interesting because you could make the same argument between player and game creator (BioShock certainly does). I still like the second writer version as it means the story can go any which way depending on the limitations the initial writer put on the work. An editor can offer revisions and such, but they aren't going to completely rewrite the script and they don't even necessarily need to know all of the mechanics involved in the story.
@theDCification
@theDCification 10 жыл бұрын
MrTashy My metaphor has always been that of a composer and a musician. The designer creates the work, but then it is interpreted and executed by the player. However, games can have more of a back and forth with a player than sheets of music, and I think really skilled game designers can "score" mistakes into "passing notes". Games at their best can be "diverging scores" that react to being played.
@Steampoweredwolf
@Steampoweredwolf 10 жыл бұрын
Apparently there is no "true" idea on the relationship between gamer and creator. Everyone creates links based on their perception bias.
@1234kalmar
@1234kalmar 10 жыл бұрын
I disagree. A game without some kind of story is not worth playing at all. Imagine a movie that is no more then a montage of guys shooting and things exploding. No story, charachters, anything. Jut the action. it'd be a pretty shitty movie, now wouldn't it? The reason we sometimes remmeber more about game mechanics than the story is because the gameplay consists vastly much less than the story. To visualise: game mechanics: Story I'd also add that I do remmeber more from the stories of the games I play than the game mechanics.
@WaxedWolf
@WaxedWolf 10 жыл бұрын
This is why a game =/= a movie. I enjoy playing Civ 5 and Xcom huge amounts, and it sure as hell isn't for the story. Its because of the challenge the mechanics provide. The interactive element of gaming means that the direct comparison with movies or books just won't do it justice. If you add online multiplayer games into this it gets murkier.
@1234kalmar
@1234kalmar 10 жыл бұрын
WaxedWolf I see. For me even the strategy games are about the story, the story of what happens to my empire and my people.
@TotalBiscuit
@TotalBiscuit 10 жыл бұрын
Some of the best games in the world have no story to speak of, because your actions within the game become the story.
@WaxedWolf
@WaxedWolf 10 жыл бұрын
1234kalmar I can see that to a certain extent and agree. I enjoy the stories that pop up around my troops in X-com, but that is not why I play. I guess this is a case of different people enjoying things for different reasons.
@Weaver_Games
@Weaver_Games 10 жыл бұрын
Pac-Man? Space Invaders? Pong? Sports games? Dance games?
@Suunai
@Suunai 9 жыл бұрын
An Idea Channel and Extra Credits collaboration. Beautiful.
@ItsAsparageese
@ItsAsparageese 8 жыл бұрын
EEEEEE YAY EXTRA CREDITS! Such a great channel! I'm thrilled you collaborated with them!
@alexmackness
@alexmackness 10 жыл бұрын
i think there's a "it's just a game!" "games are only about fun" "review the mechanics" side of games culture, but i think they're a minority. they completely reject the notion of subjective experiences in reviews and critiques, and analysis appearing in game journalism sites. the only conclusion that i can come to is that most of them are not well read; they seem completely unfamiliar with the concept of new journalism. not to mention how critical analysis of pop culture works both in some journalistic publications and in academia. the most memorable, touching piece of writing on games journalism i've ever read was jenn frank's piece on super hexagon ("allow natural death"). it was an exploration of how she made sense of her mother's death in relation to the game she voiced. i showed this to some #gamergate people and they were horrified-- this isn't journalism, they said. and the idea that journalism would allow a place for things like that is terrifying to them. since art (even of the popular, mass created variety-- perhaps even ESPECIALLY of that variety) both reflects and shapes culture, we would be insane to not look at it critically. i'd like to get that message through to them somehow, but i don't know if it's possible. or even if they would accept it.
@MegaLuros
@MegaLuros 10 жыл бұрын
Well journalism have no interest if it's objective, because if it's objective all newspapers are equal and one would be more than enough. About the "fun guys", no they are not a minority, they are a silencious majority, simply because most of people who buy AAA, buy it just for passing the time and don't really care about the story or even the mechanics. But it's exactly the same for other medium, especially cinema which is like video games a mass entertainement industry, passionate people, who like to review and study their hobby, are of course a minority, but that's not a problem to the devloppement of subjective, interesting journalism. Look at cinema, at least in France, great magazines like "positif" or "les cahiers du cinema" are not super successful, however they are piece of pertinent critic about cinema, and although the majority of viewers just look at the blockbuster and, let's saying like that even if it's not always true, uninteresting films, that does not interfer with the publication of good journalism. If we applie this to video games, the problem is not that there is too much uninterested players, the problem is that video games is way too young to have people who have the intelectual tools to review the complex aspects of the games, and good article like "allow natural death" (that i should read though) are way too rare for now on. However, with the growing legitimacy of video games and the creation of game design schools, i'm sure that within 20 years, prestigious video game magazine will start to emerge with high quality critics and constructive thinking.
@maria_remedios
@maria_remedios 9 жыл бұрын
You will love the comments on Jim Sterling's "it's not a game" Jimquisition episode. (You won't)
@drackar
@drackar 10 жыл бұрын
I don't think your comparison of game mechanics to page turns in a book is accurate. A more apt comparison might be game mechanics to grammar. You can have a book that writes things a thousand different ways. Uses a thousand different synonyms. Some feel better, progress better, than others. So to with game mechanics. Game mechanics, like grammar, give your story structure. Look at adaptations of books and plays to movies for fantastic examples of this concept. Shakespeare, in particular. The story of Romeo and Juliette comes through the same, but watching the story set in the streets of a modern city is a very different experience than reading the classic play.
@BasfarThijsje
@BasfarThijsje 9 жыл бұрын
How about this analogy: When a child learns to read, the 'mechanics' of readings occupy the child completely. The child does not retain any information about the 'story'. So writers of small children books don't even include delicate plots into their story. When the child eventually learns to read without focusing on its mechanics, the deeper meaning of a story becomes more apparent. In the same way gamers need to learn how to play a game without focusing on it's mechanics. When playing Guild Wars 2 a second time for example, I already knew how to train, solve the problems or defeat the bosses. The story of it all became more important the second time because I was able to focus on that more. Greeting from Belgium ;)
@rickybrooks2971
@rickybrooks2971 10 жыл бұрын
Hi Mike. Extra Credits brought me here. Nice beard! Video games are necessarily about their mechanics, as it is what requires the players attention. It's not a coincidence that if you look at the other side of the spectrum, games such as Heavy Rain have the opposite issue: mechanics get in the way of story. Games that straddle the line, such as some of the Final Fantasy games, have some players who watch the story and are annoyed by the gameplay, and others who skip the story as much as possible to get to the gameplay. I'm willing to bet every FF player has been annoyed by one or the other (or both) at one point in the game. Many games try to handle story telling in one of the following ways: 1. Slice up the story telling into cut scenes. You are either player or you're watching. JRPGs are typically done this way. 2. Communicate the story while the player is trying to play, forcing the player to either ignore the story or multitask. Many FPS' do this. 3. Provide some text telling you with some bogus pretense of why you should do what you're doing. MMORPGs are notoriously reliant on this. The problem with all of these is that the developers are telling a story, instead of providing the tools to experience a story. This is not a new idea. It's been discussed before with the idea of "emergent" gameplay, yada yada. It seems to be having trouble sticking in this medium. What many video gamers may not realize that this has been getting done with great success for the last 3 or 4 years in board games. If you've ever played games such as Mage Knight, Twilight Imperium, Eclipse, Robinson Cruesoe, Dead of Winter, Cosmic Encounter, Sentinels of the Multiverse, you probably remember exactly how the events of the game played out and how much of a story the very act of playing the game created. Here are some aspects I think allows board games to work as story telling engines where (most) video games struggle: * They are heavily randomized in their configuration (not their dice rolls), and in the actions of their opposition. They accept the possibility of "dud" games because of this. * They end due to win conditions, not due to the "completion of content". * They have discreet, transparent options. * They have fewer, more meaningful decisions * They require the player to slow down and reflect on their circumstances. * They have a distinct beginning, middle and end in each game session, which the game is designed around. * They require less long term time commitment and are designed for single session plays. Amongst video game genres, by far the closest to hitting these marks on the typical game are Rogue-likes, Sandbox Survival, and 4X. Consequentially, these are also the games where players are most likely to remember the story of the gameplay and interpret it as the "story" of the game. They can do better.
@FakeKraid
@FakeKraid 10 жыл бұрын
I think idea channel is totally off-base here. Mechanics SHOULD be priviledged. In my opinion they ARE what a game is. They are what makes it a game and not a movie. The focus should be on what the player does, how they do it, and what the result of those actions is, not on some prebaked narrative. If you want narrative and completely creator authored messages and themes, then go watch a movie or read a book. Games are about allowing a player to have an experience in a world of the creator's choosing. The message and theme should come from the setting and the options the player has to expore and experience said virtual world. This is why I consider something like Dwarf Fortress to be an opus of game developement where as I consider something like Bioshock to be a cute attempt at making a game with cinematic qualities (similar to how Sin City attempted to make a movie with very comic like qualities).
@Optimatum
@Optimatum 10 жыл бұрын
...okay, I'm probably going to sound like an Extra Credits advertiser here, but they did an episode on Game Genres once. Specifically, the video of Aesthetics of Play. Emergent narrative is something that only games can do, but the thing is, it's only one out of several types of narrative that games can present. The reason you'd prefer emergent narrative over other forms is probably because it delivers on discovery and expression. However, by no means does that mean that emergent narrative is the only narrative games should deliver on. Different stories for different games. A game which I would consider to be 'the opus of game design' would be Portal. Portal has an amazing design, with a tutorial seamlessly integrated into the arc of the story and so much depth in the single, simple mechanic of shooting portals. Emergent narrative would only deter the Portal experience, because as a puzzle game, there can only be one solution. You can't have 'multiple endings' in a game like Portal, let alone diverging stories. And, on a side note, Dwarf Fortress is terrible at teaching its players the mechanics that lend it all of its complexity, which is why I hesitate to call it good game design.
@antymew
@antymew 10 жыл бұрын
The point seems to be not so much that the mechanics are focused on too much, but that the rest gets too little attention. Video games aren't just pure mechanics, just like visual novels aren't just drawings. So why not use them in conjunction with a narrative to form a whole? It doesn't have to be the typical RPG which shoves narrative down your throat; it could be like The Stanley Parable, in which the narrator tells you where to go but you can choose to disobey, playing out a narrative based on the player's actions. It could be like Metroid, which has an inter-game narrative, but doesn't force you to listen (besides Other M). It could even be like OFF, which is admittedly very narrative-driven, but the "music" and the interactivity add so much to it that its narrative would be borderline stupid if it were in a movie or a book. I won't say more about OFF because you'd need to play it to know what it's like. It's fine that you don't like narrative-driven games, but just because mechanics are primarily what set video games apart from all other artistic mediums doesn't mean narrative has no place in them. As a side note, I recommend Super Metroid and Metroid Prime, if you haven't played them already. Both are great games with little focus on narrative, sans the short intro in SM.
@Optimatum
@Optimatum 10 жыл бұрын
It's a bit too broad to define the goal in Portal as just winning the game. If we define it more specifically, we might be able to get somewhere. I play a puzzle game to solve hard puzzles. I'm there for the challenge of solving the puzzle. In Dwarf Fortress, you're playing to explore the world. I mean, sure, there's some challenge involved, but its main draw is definitely exploration of a world, and thus mechanics (like RNG) were chosen to reinforce that concept of exploration. The story that emerges from it is another form of engagement; in this case, expression of self. Going back to Portal, the story is there to reinforce the puzzle solving mechanics, not the other way round. Hence, no, you cannot extract the mechanics from the story. But the story presented is interesting. GLaDOS is crazy and sadistic and hilarious. The story could be taken out of Portal, certainly, but it wouldn't be as good as the Portal we have now. Now, I could suggest a game whose core engagement was the narrative, but that game would be Spec Ops: the Line. I didn't like that game, and I don't want to argue for it. :D
@Dahras1
@Dahras1 10 жыл бұрын
I think what Optimatum is maybe trying to say is that you can have your preferences for different experiences in games but that you have to judge them based on what experience they were going for and whether that experience was delivered in a way that made it effective towards its goal. Portal is simultaneously a puzzle game about the mechanics of portal based puzzles and a comedy and a meta-commentary on game design and it delivers all of these elements, at least to me. Criticizing it for being linear or non-emergent is like criticizing the classic rom-com/black comedy Manhattan for not having a larger scale like, say, 2001: A Space Odyssey. Its just not going for those elements. It would be like criticizing Dwarf Fortress for not having "themes." It doesn't WANT themes. I think that linear story CAN be interesting, but it has to use all the tools that games have at their disposal to do so. For instance, Brothers: A Tale of Two Sons is completely linear but the way the ending uses controls, the very basic mechanics of the game to elicit an emotional response make it the kind of experience that only games could provide. Yes, games have the possibility to be completely non-linear and emergent in a way no other medium is but that doesn't mean we have to reject possibilities within the medium that are similar to things done in other mediums as long as those possibilities utilize mechanics as well as non-game elements.
@stegwise
@stegwise 10 жыл бұрын
while you have an engaging premise and a fantastic beard, Mike, you're glossing over two major facts: 1. the story is soooooooooooo boring. unskippable cutscenes cause cancer, and also hurt adorable kittens. 2. story players are always noobs, sometimes scrubs, and often also bads. for this reason, i'd like to suggest that you reference "Playing to Win" by David Sirlin for the follow up; it is a pretty good place to begin understanding the mechanics player and their point of view. --further thoughts on scrubbishness and the "elitist attitude" of mechanics players: it often doesn't matter how scrubs or noobs choose to play a given game, or why they make those choices. it often only affects the efficacy of their own agency within the game state, perhaps ultimately limiting their ability to complete that story, or interact with the environment. this is particularly true of single player games. however, when it affects a team effort, e.g. in MOBAs or MMOs, any "wrong" choice made for reasons of story/fashion/whimsy can negatively impact the overall efficacy of the team and cause a loss or wipe, waste time and/or money, or simply negatively impact enjoyment for more than just the one player. this is very important to consider when suggesting that mechanics players are shallow or "elitist" - as is often the battle cry of the noobish, the scrubbish, and the bad.
@donbionicle
@donbionicle 10 жыл бұрын
...so insulting people for things they do in single player games is A-OK. Aaaaaall righty then. When it comes to multiplayer, usually those that want to play to win are all in agreement and together, and those that want to try it a different, less effective way give their comrades warning, or go out and do it with others who also wish to do it that way. If not and it does impact the play experience of others directly in an explicitly negative way, then yes, they'd be at fault. Besides all that, I think you missed the point of the episode. Whether or not the story is boring isn't the point(and yes unskippables do always suck, every time), and whether or not you play a game(especially a single player one) for the story doesn't make you a noob, scrub or 'bad'(which isn't really a thing, never heard that one before) isn't the point either. And if that was b8, it was gr8. I r8 8/8.
@CollectvlyUnconsious
@CollectvlyUnconsious 10 жыл бұрын
I have got to point out something on this, many players don't go to games to "win" and it isn't about proving competency. For us players what get called noobs because we haven't dedicated immeasurable time perfecting a perfect skill to play competitively with others, it isn't about establishing a pecking order, and proving our skill by counts of wins. It's about playing the game. Hence why I avoid COD II multiplayer as if it was a nasty venereal disease, but own at zombies with my friends all the time. I'm not as good as they are, but I can contribute while enjoying myself, and not be degraded. For me and millions of players, the opposite of what you said is true. 1. The story is what we play for consistently, and the hours of level-grinding between are sooooooo boring. (unskippable cutscenes do cause cancer though, but only in California. 2. Story players are not noobs, they just didn't come to the game to have a who's better than who competition, so rarely, rarely do they put practice into what is after all, just a game.
@stegwise
@stegwise 10 жыл бұрын
lots of scrubtalk in this thread. 10/10
@donbionicle
@donbionicle 10 жыл бұрын
b8 it is!
@fingusa
@fingusa 10 жыл бұрын
This is called a bait. Hope that not many get baited by you, Mr. Troll.
@ominouscap5813
@ominouscap5813 9 жыл бұрын
More people need to know about you and Extra Credits, they need your brilliance in their lives.
@natoraishido
@natoraishido 10 жыл бұрын
This Idea channel video immediately made me think of MMORPGS and you're absolutely right. More often than not I find myself, and I'm sure others do as well, simply doing tasks as means to an end, rather than reflecting on how that impacts you or your supposed "role". You grind and level and do all the quests but don't think about environmental conseqences from picking all the shrubs for crafting, or how slaying a dungeon boss made you actually feel in context to your role. I come from tabletop roleplaying game home, where the focus is the story told, and trying to seemlessly integrates mechanics as to give players purpose. The massive disconnect in a "role-playing game" contradicts actually role playing. I think this comes from of mutual not-caring from both developer and player. The player just wants satisfaction of accomplishment the game provides, and the developer acknowledges that, instead making the game about stats, items, mounts and skill tree patchs (e.g. mechanics) rather than how those additions and changes affect a player's emotionally-judged actions because there are none.
@KittXenn
@KittXenn 10 жыл бұрын
Starcraft 2 didn't have a story. It had a dissapointment.
@Zonekiller24
@Zonekiller24 10 жыл бұрын
What are you talking about?
@KittXenn
@KittXenn 10 жыл бұрын
Zonekiller24 Just a passive-agressive joke. Compared to how Starcraft 1 handled things it just doesn't hold up in a lot of people's opinions.
@Sinrus1
@Sinrus1 9 жыл бұрын
I can't believe how little they cared about Fenix. Or how everything seemed to revolve around Jimmy's romance despite it being such a minor thing in the original games. Oh and Jimmy took credit for all of your hard work in SC1. I can understand Kerrigan stealing all the credit (queen bitch of the universe) but Jimmy doesn't do you good. I expected more from him.
@KittXenn
@KittXenn 9 жыл бұрын
Aaron Burch Also, maybe this is a nitpick, but why did you play as the characters instead of as a commander/cerebrate/executor? It gave you a place in the world and made it much more immersive. Now they're just trying to pretend that those people never even existed. And also James suddenly wants to save Kerrigan after swearing to kill her. Because a plot without a romance is apparently no plot at all.
@Sinrus1
@Sinrus1 9 жыл бұрын
I think there is a miscommunication goin on up in hur. I did play as the commander/cerebrate/executor and felt that a lot was lost when SC2 decided to get rid of and retcon those characters. (Although personally I like to think that the protags are just all twats who want to take the credit of another's hard work.)
@Crowbar
@Crowbar 10 жыл бұрын
pls. Games are not fucking books or movies. Mechanics > Story. Or better, story which is told with the mechanics of the game or without interrupting it or giving the player the choice how much he wants to learn about the story. That makes the story itself interactive and also more memorable because you discover the things yourself just like you remember what you did mechanicly in the game. Half-Life 1 and Dark Souls are good examples of this. When I see people talk about story in games and ignore the mechanics (most discussions about games are about its story) I kinda get frustrated. Games can do so much with their mechanics but game devs go the easy way and do 100 cutscenes to tell a generic story. There are so many storys you can only tell in the games medium like The Stanley Parable did (which isnt really a story) or the first Bioshock. THAT is what we need.
@NovaHessia
@NovaHessia 10 жыл бұрын
Yes, but that is exactly what isn't happening *because* of the focus on mechanics. Due to the interactive nature of games, you can create stories with games that books or movies could never tell - stories where you make choices leading to different outcomes. I think you have this wrong conception that "story" in games only means "cutscenes"... but this is due to the very problematic trend in games to go for "cinematic effects", not because of a focus on story. I do think games could stand to focus less on gameplay and cinematic effects and more on creating an interactive story...
@Crowbar
@Crowbar 10 жыл бұрын
NovaHessia ehm you said the exact same thing as me. I dont want cutscenes or cinematics. But I also dont need choices with different outcomes, because the different paths arent that different most of the time and it doesnt really work except in a very few games. And still, If we had games with no story but brilliant mechanics, I would be very happy, but we have games with average mechanics and tons of cutscenes. Of course I prefer games with great mechanics and great story I gave 2 examples for that.
@NovaHessia
@NovaHessia 10 жыл бұрын
Aizawa C No I did not say the same thing. You said cutscenes etc. are a sign that there's already a focus on the story. I disagree: It's a sign that games are increasingly trying to be "cinematic". And I heavily disagree about the need for different choices. I do want more choices with meaningful outcomes in my games, especially my RPGs. That's what RPGs should be all about. If I wanted a linear story, *then* I'd go read a book or watch a movie. So I definitely think there should be more focus on the story in games. I do agree with you that it should be done in a way that utilizes the unique features of games as a medium... and to me that primarily does mean "interactivity" and "non-linearity".
@tomstonemale
@tomstonemale 10 жыл бұрын
I would count Bioshock Infinite, as well as Stanley Parable, as the games that talk about how to create a narrative within a game (BI being autocritical about the first game). For example, the first Bioshock had a terrible "moral system" mechanic that doesnt add anything to the game experience or the narrative overall. It's superficial, it's pressing a button to decide what ending you could have and they almost never represent the desires of the player about their character's fate or even deliver a cohesive narrative for the story.
@alexanderm7270
@alexanderm7270 9 жыл бұрын
Wow, cool to see that ec got some love here. Ec, vsauce, idea channel and game/show are the only things I needed on KZfaq anymore.
@papayacatproductions
@papayacatproductions 9 жыл бұрын
Mike, I'm sure you saw that Jamin from PBS Game Show has posted a video response to this video of yours, and I just have to say I think that's the coolest thing ever. I would love to see the two of you keep making videos in response to one another, and develop a dialogue through your shows. I have noticed a great deal of indy developers ("indy" int he traditional sense of 1 or 2 people creating the entire thing) making games that have relatively straightforward mechanical concepts, but communicate extremely deep, thought-provoking ideas and emotions. They don't necessarily have a long or complicated story, in the sense of the plot being narratively rich, but the messages of these games tell a story behind their inception, in the same way that traditional art does so well. With their relative lack of man-hours to spend on the game, these developers make a game with no bells or whistles, and gameplay that doesn't push the envelope very far, but still communicates a huge amount about why the game was made, and what is on the mind of these artists, in a way that only games can. So what I would like to see is an indy game developer, like Zoey Quinn or Alexander Ocias or Rachel Well, be handed a team of designers from EA or Blizzard or Bungie, and apply the indy, artsy design attitude to the mighty resources of giant studios. I think we'd see some incredibly complex and compelling games that are mechanically, narratively and thematically rewarding. I can dream, can't I?
@PinuyashaRPG
@PinuyashaRPG 9 жыл бұрын
A proper story will not trump game mechanics, EVER! You see, the big difference between a a story and gameplay is that the player spends about 5-6 hours total getting story in non-RPG games, but will spend about 30-40 hours in gameplay. And even in the case of an RPG, the 15 hours of story is still compounded by the 60-80 hours of gameplay. I find it impossible to believe that anyone would play through the mechanics of Daikatana to get the plot of Mass Effect 1-3. Far too many gamers underestimate just how deep the "shitty gameplay" rabbit hole can go. Pop in Bubsy 3D, Batman: Return of the Joker, Sonic '06, Superman 64 or Aquaman: Battle for Atlantis before you start trying to convince me that story can ever make up for shoddy mechanics. A bad story can be skipped in almost every game these days, but you're not progressing any farther in the game if you're not playing it. I pose a challenge to all the people who claim that a story can be more important to a game than mechanics: Please try to play through the entirety of Xenosaga 1-3. While it certainly has an interesting plot, despite the major setbacks it had, the gameplay of Xenosaga 2 is just so terrible that you'll find it damn near impossible to ever find out the conclusion to this story because you got tired of spending 15 minutes on one random encounter for the 300th time while trying to complete Xenosaga 2. I get really tired of people trying to get so artsy with games that they forget the simple fact that Tetris, Mario Bros and Minecraft did not become massive selling titans of the market by presenting a riveting narrative. At the end of the day, I have Netflix if I really want a good plot over anything else, but I've got jack shit if games fail to deliver good gameplay.
@TheBrazilRules
@TheBrazilRules 6 жыл бұрын
Halelujah brother!
@SpiritEclipse12
@SpiritEclipse12 10 жыл бұрын
I find when a game is more mechanical or the mechanics are not in service to the story and character that I feel weighed down by the task and am unable to enjoy the game. It is immersion breaking.
@luckygozer
@luckygozer 10 жыл бұрын
describe mechanics that are in service to the story. I understand how certain things in games can be immersion breaking like for example talking to a person and now to convince him you must beat this slidey puzzle! But i wouldn't be able to describe a specific mechanic that really worked well with the story. Only a very vague idea of the emotion playing the games mechanics made me feel were the same as what the story wanted me to feel. But i wouldn't be able to name alot of games that even do that so i am assuming that is not what you are talking about.
@SpiritEclipse12
@SpiritEclipse12 10 жыл бұрын
One good example is in Bioshock. The plasmids are a part of the story and the act of taking them facilitates the experience. Even the stamping of passports in Papers Please demonstrates the cohesion of mechanics and gameplay that males the experience better. Sometimes I feel like that is what makes a game stand out.
@cj4138
@cj4138 9 жыл бұрын
I was watching this, and a phrase popped up in my head.... "Saturation of stimulation"
@Chris-xr6jg
@Chris-xr6jg 8 жыл бұрын
I would absolutely agree that mechanics trump the other aspects of games as a generalization for the industry. Many of the most popular games are ones that are pure gameplay, i.e. multiplayer FPS, racing, sport, several RTS, fighting, and arena games. I would go on to further argue that most casual gamers or the people that do not consider games a major hobby mostly only play the genres that focus on gameplay. The popularity of gameplay focused games overall, and the large amount of consumers who are only interested in gameplay certainly contributes to the extra emphasis on mechanics compared to every other aspect of a games quality. There certainly is tons of games, and outstanding ones at that, that focus on characters, ideas, story, aesthetic, music, or design, but many of these games wouldn't be regarded as well if not for decent gameplay to go along with it's other strengths. There are a few standout titles in my mind that do an incredible job at blending mechanics with other aspects of the game: 1) Dark Souls (and other similar titles from Fromsoft). This game has a lore explanation for everyone of it's mechanics. It perfectly blends what happens in game with the story of the game. I find this to be an absolutely incredible feat in terms of game design. 2) Undertale and Spec Ops: The line. Both of these games are completely different from each other in just about everyway. The one similarity I would say, is that these are the only games I know of, that blame the player themself for taking action in-game, vice the character on screen. Both games try to encourage the player to cease playing entirely, for the sake of the characters in-game. They do this without actually breaking the fourth wall though. The amazing thing about this to me, is it uses mechanics to forces the player into being synonymous with the character in terms of story.
@Ex0dus111
@Ex0dus111 10 жыл бұрын
There has always been a division between mechanics and narration in video games, sometimes even laughably so. Some games are mechanics with story added afterwards, a mushroom kingdom taken over by a race of Turtles and saved by an Italian plumber... these are concepts explored after they where added. But most games are the other way, they make a story then they try as hard as they can to adapt the mechanics to the feel of the story. And many games suffer simply because the writers and designers making the story are not the same people programming the mechanics. The programmers have enough to worry about, they are happy with "good enough", while the writers/Designers never really get to understand the mechanics until it is too late. How many times have we not seen in game characters describe in game combat in totally the wrong way, focusing on totally the wrong thing. In Borderlands there is a machine that respawns you, you cannot die, and yet you seem to be the only one as the NPCs are being dramatically murdered in the story left and right. (Don't get me started on "that scene" in Final Fantasy VII). In Mass Effect the cutscenes can kill characters with a single shot from your weakest gun, but in the game that gun takes 10 or 20 shots just to get through someones shield. In Dragon Age the characters keep getting surrounded by cutscenes, opening a door, triggering a cutscene and the player character is seen walking straight through the door getting surrounded and just standing there while the enemy readies up. Thanks, I was hoping I could sneak up on them. One interesting concept is when Story is shoved into your mechanics unexpectedly. This happened in Fallout 3. In the Tenpenny tower storyline. A group of Ghouls wants to come into the tower, but old man Tenpenny don't like Ghouls and wants you to "take care of it". And you follow the quest mechanics of the game, follow the arrow on your ingame compass, talk to everyone you can talk to, and make your choice in the dialogue tree. Either back Tenpenny, or back the Ghouls or try to find a middle ground and make them friends. Par for the course in a heavy quest based game like Fallout. But then something happens. If you have the ghouls and Tenpenny make friends, the Ghouls betray them and kill all the humans. While you are not there. It's not part of the Quest, it doesn't give you any special item, there is no mechanic around the event. It just happens. You return and all the humans are gone. Their bodies stuffed in the cellar. So many players have at this point decided to attack the Ghoul leader for betraying the promise he made to you, but there is no quest to do so, no reward at the end of it. It is narration without mechanic and yet it makes the player stop and take note. A very interesting concept, I even think Extra Credits did an issue on it.
@DastardlyDistaste
@DastardlyDistaste 9 жыл бұрын
It's poor game design to let the mechanics of a game completely overtake its story, and if one should want to focus solely upon them they're better off making a game like Chess that doesn't have a clear goal, or as a more modern example- Team Fortress 2. TF2's story exists solely within item descriptions, comics released by the developers, and animated shorts. All of these things provide context for the various characters' actions, yet presented outside of the game itself are not necessarily part of the gaming experience, allowing these mechanics to take center stage. One thing to note about TF2 is the way that the mechanics define the characters- Only the medic can heal, no one can sprint or double jump like the Scout, the Sniper is the only character who can zoom in, the Spy cheats, etc. All of these unique mechanics granted to the classes give them a sense of character- when you're lumbering down the hallway as the Heavy, minigun raised and watching people flee in terror, you get the sense that he's some unstoppable monstrosity, whereas the haphazard arcs of the Demoman, pills that can bounce any which way or sticky bombs that can fire either ten feet or ten yards away from you; these give the sense of playing a drunk rather nicely as well, which his scant dialogue contributes towards . That said, the mechanics of a game aren't always at odds with a story, no. Look at Dark Souls- The process of dying over and over is justified as a concept known as "the undead curse" ' and it's literally the entire basis by which the game's themes are wrapped around. In Dark Souls, there are the undead- people who are effectively immortal in that they'll recover from any death via a Bonfire. However, should an undead lose hope, they'll become mindless beasts, this process is called "hollowing." The atmosphere of the game itself is dark and cruel, matching the unforgiving nature of its gameplay. You will never not fall off of a cliff if you were meant to, you aren't getting through a swamp without being poisoned, and yes, that dragon will one-shot you by devouring you whole if you decide his mouth is the best place to engage him. But, each time you die, you come back at a bonfire, and all of the enemies in the level respawn as well, and now you have to get through all of them just to fight that dragon again, hopefully from a smarter angle. When an undead loses hope, it's known as hollowing. It's what happens when characters in the game give up. Those that quit because the game is too hard for them are known among the Dark Souls community as having "gone hollowed." In other words, Dark Souls is a game in which the emotional process of overcoming and achieving has been engraved in to the game's mechanics and story seamlessly, integrating the human pathos as a mechanic within the game world itself. I'd argue that that's a successful interplay between story and mechanic.
@reedpratt1985
@reedpratt1985 9 жыл бұрын
I'd heard that argument before, but it had completely slipped my mind until just now. I mean, we all know that Dark Souls is one of the most masterfully crafted games of our time as it is, but that take on it really drives the point home. There's this unfortunate sensibility nowadays that video games and there stories can't be one in the same, that the story of a video game is almost a separate entity from the video game itself, and yet that design philosophy is so flawed. Melding both story and mechanics into one is really the next step for games, and a lot of games have already started doing it.
@MajkaSrajka
@MajkaSrajka 9 жыл бұрын
Interactive elements force us to think about them. If you have non-interactive story, you stop thinking about the characters. If you do - wonders may happen. Look at RPGs and how interactivity makes thing more memorable, and lack of them - not-memorable. PS: I love what you did at the end of the video. Great idea :)
@GameReaper94
@GameReaper94 9 жыл бұрын
love seeing collaborations like this. big fan of Idea Channel and Extra Credits
@ProvidenceSion
@ProvidenceSion 10 жыл бұрын
Thumbs up if you came here from "Extra Credits"
@Djungelurban
@Djungelurban 10 жыл бұрын
Nothing in this episode relates to me... I play games primarily for the experience and a strong well told narrative is just about the best kinda experience there is... I mean, unless gameplay actions have narrative hooks into them, I sometimes can't even remember gameplay actions I've done mere minutes after I've done them. So your entire thing about your experience of playing Watch_Dogs, it's almost as bewildering to me as someone adamantly trying to convince me that gravity is a repulsive force... For the record I've not played that game and have no intention to do so but if I did I would almost certainly remember the story much more, unless the gameplay was compelling enough to actually create a narrative of its own, and then I would only remember it as a narrative and not as a sequence of actions that I performed with my controller. So this entire video... It's just... I don't even know how to react to it.
@BeinDraug
@BeinDraug 10 жыл бұрын
I think this is a situation where we are discussing gamers and the game industry as a whole. Personally i couldnt agree with you more but am finding it increasingly difficult to find a game that holds my interest in a sea of mechanics based games and i think that is the focus of this discussion
@Djungelurban
@Djungelurban 10 жыл бұрын
BeinDraug Oh, I agree... Most games these days, atleast retail games, they give me almost nothing. Like I was recently going over things to put on a Christmas wishlist, cause even as a 30 year old my family still does Christmas presents and I'm notoriously hard to buy for... So I was like sitting there trying to find anything released in the past year that I would have any interest in playing at all and after a long time sitting there and pondering my options, I finally found two games I felt I could on put there... The FFX collection and Tales of Symphonia collection... Both rereleases of old games from 10+ years ago... That's the state of today's gaming... *sigh*
@SeeMyDolphin
@SeeMyDolphin 10 жыл бұрын
Djungelurban Thought I'd may as well throw some suggestions your way. Tales of Xillia 2 just came out a while ago, Dark Souls 2 came out this year, and The Wolf Among Us has released all of its chapters on steam. I have no way of knowing if you have played any of those or their predecessors,but if you haven't I would recommend looking in to them. They make a memorable experience that goes much deeper than mechanics. Also, I haven't gotten a chance to play them myself yet, but I have been very interested in Fire Emblem: Awakening and Atelier Escha & Logy: Alchemists of the Dusk Sky for a while now. They may be worth looking into as well.
@theouttakes6512
@theouttakes6512 9 жыл бұрын
I am an aspiring filmmaker and a very close friend of mine is an aspiring game designer so we have talked about this topic pretty extensively. Our conclusion is that, yes, video games are just now discovering their language, but the mechanics is an essential part of that language. In movies many emotional stories were told before D.W. Griffith realized that the camera could be moved during a shot to create emotion. Cinematography is inseparable from a movie's narrative. If there was an argument about whether camerawork or story were more important I would say they are the same thing. The camera tells the story on more levels than people realize. For me a mechanics is the video game equivalent of the movie camera. Right now they are an ends to a means for the narrative, but what is being discovered is how to make the mechanics a PART of the story. How to create a "language of video games," if you will. What separates a film from a play is the way the camera enhances, supports and tells the story in a very elaborate and planned way. What separates video games from movies is the mechanics. I am waiting eagerly for the day a game comes out in which the emotional narrative and way the mechanics are used are inseparable. I don't know how close we are but every now and then we get close. "Heavy Rain" and "Mass Effect" were steps in the right direction but I do not think we have had the "Intolerance" of video games. When we do it will be a game changer that makes this debate of narrative vs. mechanics as a focus a thing of the past.
@mrmarvelmilitant
@mrmarvelmilitant 9 жыл бұрын
7:35 LOL "It's only game! Why you heff to be mad?"
@confrico
@confrico 10 жыл бұрын
most video game stories are objectively boring. and even if one has a good story, most gamers would just skip over it anyway because they don't like stories and just want to kill something.
@andrewchapman2253
@andrewchapman2253 10 жыл бұрын
Obvious troll is obvious
@fingusa
@fingusa 10 жыл бұрын
Actually, this person is correct. Most gamers play games to have fun, not to enjoy the story, world etc. I am not one of them but I can tell from my experience of other people that it is true.
@MrServantRider
@MrServantRider 10 жыл бұрын
fingusa That's why multiplayer games are so hugely popular, as well as Mario. lol Story Driven games are definitely the more... 'intelligent'? But even if that were the right word for it, they are the less popular in terms of sales alone. Bioshock is one of those games where the narrative is so deeply melded into the greatly done gameplay that regardless of which one you came for, you stay for both (Or just the one you came for- lol) (Bioshock 1 and 2 that is. ;p Btw All of the above are obviously personal opinions, but some people get upset with me if I don't say so)
@stegwise
@stegwise 10 жыл бұрын
i also think it has a lot to do with just plain old fashioned hack writing. good writers don't get hired at video game companies, because they are typically employing their skills in other media. so your typical game plot/dialogue/acting is done by whoever they can get for whatever small part of the budget is available. the notable exceptions to this would be the GTA series, which have all had fantastic writing and acting to date because the developers actually cared to hold it to a high standard. and then you also get to kill people as you act out your interactive portion of the story through gameplay.
@Aforsl10
@Aforsl10 10 жыл бұрын
I think it's important to look at what video games you're looking at when you make this statement. Just look at the dime-a-dozen point and click adventure/mystery/thriller games in the past. Look at how games are evolving and what gamers praise as masterpieces of their art. Yes, many a casual game is designed for entertainment and not investing into a fictional world, but many games have that as their agenda.
@UltraWindow
@UltraWindow 10 жыл бұрын
games are not movies or books, if you want a good story, read a book.
@MegaLuros
@MegaLuros 10 жыл бұрын
It's funny how the fact that you review pertinent commentaries at the end of your video makes the comment section an interesting place and not a mass of trolls and immatures like it is usually.
@hgdge
@hgdge 10 жыл бұрын
omg i LOVE extra credit! you guys are awesome for having them on this episode.
@HashUpAshole
@HashUpAshole 10 жыл бұрын
I never watched anything more pretentious about videos games than I have here. GAME Mechanics is core to video GAMES. Without these mechanics, there are no objectives, directives or fail states in which to indicate anything by the GAME'S programming. To take away these, would only make video GAMES high budgets cut scenes where you would be watching a fucking movie. At a certain point, you would not even consider it a video GAME. Interactive movies, animated novels, or some weird form of modern art. They should not be categorized as a video GAME. So the very notion of mechanics to not be a thing in video GAMES is ludicrous, and asinine.
@DoubleTDoubleCT
@DoubleTDoubleCT 10 жыл бұрын
I don't think that Mike was saying all game mechanics should be eradicated. It sounded to me like the argument was more along the lines of how certain mechanics can have a negative effect on overall gameplay by diluting the story.
@HashUpAshole
@HashUpAshole 10 жыл бұрын
Tommy Fafalios The story is not important as long as the GAMEplay is solid.
@Gigamokin
@Gigamokin 10 жыл бұрын
HashUpAshole Who says? Why not have both? Why one has to dissapear so the other can exist? At any point is there the suggestion of taking down gameplay or mechanincs, but to enhance not even implementaion of narrative but importance and recollection of narrative, it doesn't have to be so black and white as so called purists want it to be, just have good gameplay with good narrative, and then have other games focus only on gameplay.
@AiSard
@AiSard 10 жыл бұрын
it sounded like Mike's argument was that the intense focus on mechanics while disregarding its relationship with the narrative overpowers the latter and results in a lesser game. While I'm more of the opinion that they must go hand in hand to result in anything worthwhile, no one was arguing for the eradication of game mechanics..
@utkarshgaur1942
@utkarshgaur1942 10 жыл бұрын
I'm sure you mean "the story is not important TO YOU as long as the gameplay is solid". I'm sure the multiplayer enthusiasts and the Candy Crush-ers agree with you but I very much care about the story as well as the gameplay. I think you are using "pretentious" incorrectly. I think what you mean is "I have never disagreed with anything more than I have here". Consideration of subjectivity is a lost skill these days.
@caseyrastegar6180
@caseyrastegar6180 10 жыл бұрын
Somewhat unrelated, by why do essays and vlogs of this kind always use the phrase "we, as the audience". Isn't that a little much when strictly "we" would do? I mean, if the sentence said "we, as hamsters"... that would be notable. But I already know through the context that I am in the audience. Same goes for "we, the viewer" and "we, the reader" etc. It really annoys me.
@caseyrastegar6180
@caseyrastegar6180 10 жыл бұрын
You, the commenter, probably don't care.
@MrServantRider
@MrServantRider 10 жыл бұрын
Casey Jacobs Sorry but most people probably don't. I'll throw in my two penny answer to your thoughts though. It may seem like frivolous, extra words to you, but I think it's good to have. Not only for clarification (you know, just in case context fails), but also it's a sort of prose that's come to be expected and is just a part of the speech. It's ... more professional, I guess?
@caseyrastegar6180
@caseyrastegar6180 10 жыл бұрын
It's diction heightened to an unnecessary extent. It would be like signing "sincerely..." after every comment. Actually though, it was the Extra Credit segment of this video that used the phrase.
@caseyrastegar6180
@caseyrastegar6180 10 жыл бұрын
ssevf It's really not so bad. Because I have a job where I can sit in my office and watch videos for half the day, I catch a lot of these vlog-doc-thinkpiecey thingies. MANY vloggers use this phrase, and it strikes me as silly every time. I finally had to come out about it.
@jeppel1972
@jeppel1972 10 жыл бұрын
Casey Jacobs I haven't really noticed it before, but during the EC part he said it twice (or thrice depending on how you count), and it didn't seem obvious in any of the situations if he was talking about devs or players.
@mikejia1
@mikejia1 9 жыл бұрын
Sometimes I tune out and just enjoy the rythm of his monologue without trying to comprehend it
@TallGuy61318
@TallGuy61318 10 жыл бұрын
Extra Credits and Idea Channel crossover?! I must be dreaming.
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