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GTTV - Ken Levine, Todd Howard, David Jaffe Panel

  • Puddy
  • September 5, 2011 at 7:27 PM
  • Puddy
    • September 5, 2011 at 7:27 PM
    • #1

    This just in; David Jaffe likes to say the word fuck!

    http://www.gametrailers.com/episode/bonusround/508?ch=1

    Not super-interesting, but with the names involved you know you gotta watch it anyways. You know the quote in my sig is true.

  • deceiver
    • September 5, 2011 at 8:02 PM
    • #2

    I love what Todd Howard said about linear and open-ended games. "Give the players enough tools to make to their own fun, they can make their own pace." Don't need to have such a tight structure, etc.

  • FrieChamp
    • September 5, 2011 at 8:22 PM
    • #3
    Quote from Puddy

    Not super-interesting, but with the names involved you know you gotta watch it anyways.

    Well said, looking forward to part 2!

  • Warby
    • September 5, 2011 at 8:24 PM
    • #4

    i love how jaffe manages to get angry all by himself without any kind of stimulus ^^

  • Sentura
    • September 5, 2011 at 8:43 PM
    • #5

    howard must feel like he's standing between giants

  • Vilham
    • September 5, 2011 at 8:54 PM
    • #6

    joke about his height? coz Howard > both of them by miles.

  • Sentura
    • September 6, 2011 at 12:26 AM
    • #7
    Quote from Vilham

    joke about his height? coz Howard > both of them by miles.

    hahah, i meant in fame/game design glory

  • Taylor
    • September 6, 2011 at 9:25 AM
    • #8

    Where would you be on this height scale?

  • Puddy
    • September 6, 2011 at 10:55 AM
    • #9
    Quote from deceiver

    I love what Todd Howard said about linear and open-ended games. "Give the players enough tools to make to their own fun, they can make their own pace." Don't need to have such a tight structure, etc.

    Yep, I liked that line too.

    I think Jaffe is being a bit too hard-line about his gameplay-first approach in this video. When making his arguments, he completely omits what makes video game storytelling special; interactivity! It allows for a lot of exciting opportunities when it comes to narrative design. Branching paths, emotional investment in gameplay, interactive dialogue, exploration/environmental storytelling etc.

    But I agree with him on one thing, I don't play games to watch movies. Fuck off Kojima

  • Vilham
    • September 6, 2011 at 11:03 AM
    • #10

    Game story telling on the whole is pretty weak lets face it.

  • Sentura
    • September 6, 2011 at 12:25 PM
    • #11
    Quote from Taylor

    Where would you be on this height scale?

    somewhere in the negatives

  • Skjalg
    • September 6, 2011 at 12:38 PM
    • #12

    Jaffe is very argumentative, that is for sure. But after recently finishing the Masters of Doom book (which is fucking awesome btw, a must buy if you are just a tad interested in fps games, or games in general), then I cant help but think that a marriage between carmack and daffe would produce one hell of an awesome game.

  • Jetsetlemming
    • September 6, 2011 at 4:46 PM
    • #13

    Jaffe seemed to be dismissing the value of story for gameplay entirely, when it can be a powerful and effective tool for enhancing and augmenting the player experience. One example that sticks out to me right way is from Amnesia:

    Quote

    How the game changes in tone and thus how it effects your fear and play style as you learn about your character's past and prior actions, and what's going on in the castle. Finding out you're a torturer, and actually hearing yourself torture people was pretty traumatizing

  • Puddy
    • September 6, 2011 at 5:17 PM
    • #14
    Quote from Vilham

    Game story telling on the whole is pretty weak lets face it.

    No other medium shares this problem.

    [Blocked Image: http://upload.wikimedia.org/wikipedia/en/thumb/b/bf/Transformers_dark_of_the_moon_ver5.jpg/220px-Transformers_dark_of_the_moon_ver5.jpg]

    But yes, you are right. But the question is not about gaming's current quality, but the inherit potential that the medium has. You have to do like Levine and compare to early films.

    Quote from Jetsetlemming

    Jaffe seemed to be dismissing the value of story for gameplay entirely, when it can be a powerful and effective tool for enhancing and augmenting the player experience. One example that sticks out to me right way is from Amnesia:

    Exactly.

    Oh, and I never grew the balls to be able to play that game, but that sounds pretty disturbing!

  • dux
    • September 6, 2011 at 6:23 PM
    • #15

    #1 Ken Levine fanboy

    That god of war guy on the end was annoying though.

  • Skjalg
    • September 6, 2011 at 6:38 PM
    • #16

    Doesnt he say that if there is going to be story in the game then the story needs to be married to the game play and the game play married to the story (or something along those lines). So its okay to have a story, but it should not be a layer ontop of the game play. Like story in Counter-Strike is totally not necessary. Most people were even playing with green and red hitboxes showing on the players and white/grey walls to see better. They didnt give a shit whether this was an old aztec ruin and they had to defuse a bomb. All they knew was that those red guys are putting something that beeps on the ground over there and i need to get to it.

    But with Amnesia: DC, then the story is such an integral part of the playing experience because that experience is so much more about immersion than it is about mastering some aim or tactic skill, and then it is totally okay, but only because story is there because of game play, not as a layer on top as a poor mans attempt to enrich it.

    What I think Jaffe fails to see here is that there is a huge difference between a single player experience and a multi player one. His new game is a mutli-player based game, and should be very game play oriented. It doesn't really need a story because the players will create their own story and immerse themselves in the challenge of defeating each other. But the single player of half-life was revolutionary because it had story and immersed the player like no other game before it had done.

  • Puddy
    • September 6, 2011 at 9:05 PM
    • #17

    Yes, he still left the door open for some narrative in games, but almost like a necessary evil

    Still, it's always interesting with some strong opinions to mix things up. Like IdrA in SC2.

  • Skjalg
    • September 7, 2011 at 6:35 PM
    • #18

    I hadn't seen this, but I guess you can consider this the prelude:

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    You kid of understand Jaffe a lot more after you see this, but its very long (over an hour)

  • Puddy
    • September 11, 2011 at 10:01 PM
    • #19

    Part two! I'm watching right now

    http://www.gametrailers.com/episode/bon ... 0_3500_m31

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