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GTTV - Ken Levine, Todd Howard, David Jaffe Panel


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Posted

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.

Posted

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 :-D

Posted

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.

Posted

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:

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

Posted

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

No other medium shares this problem.

220px-Transformers_dark_of_the_moon_ver5.jpg

:-D

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.

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:

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

Exactly.

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

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