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radicaledward's avatar

I often feel like games (videogames included) often get a lot of praise for their stories when they simply manage to make sense. Which is not exactly a high bar.

Don't often play games that have stories beyond theme, but I often find them forgettable, for some obvious reasons. I think games that understand storytelling best are the ones that demonstrate how the playing of the game is the narrative.

One of my best gaming experiences was playing Fury of Dracula (a sloppily designed game, but I think this sloppiness allows for emergent narrative). As Dracula, most of my game was spent trying to hide from the hunters, and if they found me, my goal was to kill them. But because so much of the game as Dracula is listening to the other players discuss where they think you are, sometimes guessing correctly and then being convinced to look somewhere else, you feel a lot of tension whose only release is a tense battle based on rock, paper, scissor rules.

Anyway, the game ended with a fight at dawn between Dracula and Van Helsing after Nina correctly guessed that I had used one of my secret powers as a misdirection. The combat itself was a tense match of psychological warfare! And though I was killed and the hunters won, the entire experience was so intensely gratifying that I've been chasing that narrative high in games since then.

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Adam Whybray's avatar

It is quite odd that I've been so fixated on story games since I was a kid since I think such a tiny percentage of them are truly successful at both... out of the adventure game classics, probably only 'Grim Fandango' has a story strong enough to be straightforwardly adapted into a successful film... but the puzzles are much more rudimentary and frustrating than they were in, say, 'Day of the Tentacle'.

Some other 90s/ early 00s adventure games manage to gesture towards an involving story through cribbing from myths and legends - 'King's Quest' 5 & 6, 'The Neverhood' and 'The Longest Journey' stir memories and associations from half-membered Greco-Roman myth, the Bible, world creation stories etc. to give the impression of a much more unified story than actually exists within the game.

From the classic period, 'The Last Express' might be the only graphical adventure game that I think is on a par - story wise - with decent film and literature while still maintaining a high quality of gameplay. And even then it's on the level of a lesser Agatha Christie but with more geo-political intrigue.

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So, that's adventure games. In terms of RPGs, obviously the likes of 'Balder's Gate' are generic in terms of storytelling. Outside of JRPGs, there's 'Planescape' and 'Disco Elysium', separated in time by two decades. Both feature remarkable stretches of writing and nuanced characterisation... but they still cleave to the inherently broken D&D stat mechanics. I'd go to bat for both of them, but their gameplay is inelegant at best.

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I feel like the uncanny stylisation of horror can paper over a lot of flaws. 'Pathologic' and 'Amnesia: A Machine For Pigs' are both janky and fruity as hell, but somehow that adds not lessens the experience of both. But I also appreciate 'Pathologic' is fairly unplayable in many respects and that 'AAMfP' is not much of a game and is only going to appeal if you have a high tolerance for purple prose (which I largely do!)

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Sometimes I feel I should just give up the persuit and stick to the elegant brilliance of the likes of 'Stephen's Sausage Roll' and other puzzle games. But I know I'll never give up on the dream of the integrated narrative-gameplay experience of the ideal adventure game or RPG that exists in my head :p

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