Posted June 01, 2013
So, after finishing Dishonored and Bioshock Infinite pretty much right after each other, I've discovered something weird: While the storyline of BI was pretty damn awesome (especially because of all the detail that has been put into it), I felt myself much more drawn in and caring about the story of Dishonored, even if people tend to claim that it sucks.
Now, I would ask 'Why is that', but I think I have answered this question myself already: Bioshock Infinite had a story which was slowly building up towards an end, something that creators wanted to tell us without much of our interference. As complex as this story is, there's very little advantage to this approach when compared to books or movies - on the other hand, games do have some unique storytelling elemets, like exploration and telling a story via environments, which other media can't quite use to such an extent, and Bioshock has used these very nicely.
On the other hand, Dishonored is designed in an entirely different fashion, it almost seems like a polar opposite of BI - story is much less complex, but it adjusts to how do you play the game. Now this is the important bit - it doesn't adjust to choices you make in dialogue, but is directly tied in to the core gameplay (that is not to say that this doesn't apply to games where making choices in dialogue is the core gameplay, like Walking Dead), which just suddenly makes me care about the story a whole lot more, because I quite simply feel involved in the outcome.
And I quite simply want more games which do Dishonored and less games which do Bioshock Infinite - now that is my personal preference, I'm not saying that should actually be the case. So my questions to you are these:
What do you think of how story should be told in videogames? Linear, more complex or branched and shorter/less thought-trough?
Do you want story to be intrusive to gameplay (like The Witcher or Mass Effect series, however, it could easily be argued that dialogue in these games is a big part of gameplay and I would agree), or revolve around core mechanics (Dishonored)?
Now, I would ask 'Why is that', but I think I have answered this question myself already: Bioshock Infinite had a story which was slowly building up towards an end, something that creators wanted to tell us without much of our interference. As complex as this story is, there's very little advantage to this approach when compared to books or movies - on the other hand, games do have some unique storytelling elemets, like exploration and telling a story via environments, which other media can't quite use to such an extent, and Bioshock has used these very nicely.
On the other hand, Dishonored is designed in an entirely different fashion, it almost seems like a polar opposite of BI - story is much less complex, but it adjusts to how do you play the game. Now this is the important bit - it doesn't adjust to choices you make in dialogue, but is directly tied in to the core gameplay (that is not to say that this doesn't apply to games where making choices in dialogue is the core gameplay, like Walking Dead), which just suddenly makes me care about the story a whole lot more, because I quite simply feel involved in the outcome.
And I quite simply want more games which do Dishonored and less games which do Bioshock Infinite - now that is my personal preference, I'm not saying that should actually be the case. So my questions to you are these:
What do you think of how story should be told in videogames? Linear, more complex or branched and shorter/less thought-trough?
Do you want story to be intrusive to gameplay (like The Witcher or Mass Effect series, however, it could easily be argued that dialogue in these games is a big part of gameplay and I would agree), or revolve around core mechanics (Dishonored)?
Post edited June 01, 2013 by Fenixp