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What's Wrong (I Think) With Destiny's Story? (Destiny)
by narcogen
, Andover, Massachusetts, Friday, July 31, 2015, 15:07 (3502 days ago)
I think Bungie's unique history, as well as the changing design of the studio's shooters, may have led to that slightly hollow feeling you get when you wonder where Destiny's story is going.
In the past I would probably have made this a forum post or a blog entry, but since everything is YouTubes nowadays... why not?
http://rampancy.net/youtube-video/07312015/whats-wrong-destinys-story
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What's Wrong (I Think) With Destiny's Story?
by cheapLEY , Friday, July 31, 2015, 16:42 (3502 days ago) @ narcogen
You make some good points, particularly about how it seems Destiny is meant to be played compared to how Halo is.
Destiny does seem like it's supposed to be more bite sized (if that's how you want to play). A different featured story mission every day, bounties, strikes, etc. You could easily jump in for twenty minutes, do something, then quit. Halo required more of a time commitment, at least for the campaign. So you're right that it could potentially get old quick to watch the same cutscenes over and over and over (although I rarely skipped them in Halo!).
I do feel like it's a important point. If cutscenes are going to be skipped the majority of the time by the majority of players, how much time and effort should you really spend on them? I don't know how to make that decision, so I can't fault them for making it the way they did.
I feel like I remember them talking about this very thing during the Halo days (Halo 3, maybe?), and how they had stats for how often most people watched cutscenes, and it was basically "never" for a majority of players. Maybe things like that influenced their decisions.
I don't know.
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What's Wrong (I Think) With Destiny's Story?
by BeardFade , Portland, OR, Friday, July 31, 2015, 16:58 (3502 days ago) @ narcogen
Excellent criticism. I don't have a long history of playing Bungie games, so I can't offer much in terms of agreeing or disagreeing with the progression. I think what you were saying around the 15 min mark, where MMO's largely don't require much story to keep people playing and Bungie is doling out story, is probably accurate. But I have some thoughts to add.
I think the lack of story is somewhat the result of making a game that mimics everyday life (to some degree, I hope you'll oblige my explanation). Your guardian exists in an ever-present, on-going universe that has a time schedule equivalent with our days (the resets). Our day-to-day lives generally lack the common elements of telling a narrative. Our lives in general lack the precise story structure we've come to know of as introduction, conflict, resolution. This is not to say there are not beginnings, middles, and ends; we all are born, we all will die, if we are lucky, we do some thing in between, but in general, our lives do not play out in chapters and episodes. Making a game that requires you to participate in many activities that are similar to our own lives (going on patrol is the Guardian equivalent of commuting to the office and doing your job), I think taps into this angst of our (possibly) Sisyphus-ean lives.
I know my thoughts are a bit philosophical, perhaps too much for a video game; but I do think, when you try and make a game that you're intended to play every day, with no clear end, you're going to end up feeling some of the same feelings you would feel with your daily life; which I assume for most of us, is a large mixture of contentedness, frustration, disappointment, and joy.
Man that was long. How many pages was that script? :P
The main point was that the story of Destiny isn't complete. I think you're right, and I think you're also right that Bungie will elaborate on this in future games.
You didn't bring up the expansions very much, but they do tell a complete story. Find out hive are waking Crota under the control of Omnigul. You find some stuff out, go kill Crota's soul. Then you go kill Omnigul. Then you actually kill Crota. Find out the Fallen have gone rogue in the reef. Find out who's leading them. Figure shit out. Capture the dude. Then a side story in a strike and the POE.
It seems to me that the main story of Destiny is basically a framework right now for telling smaller stories in the expansions. Hopefully, Bungie does turn it into its own story outright soon.
I'd like to say that I don't have a problem with the Destiny story as presented in game. I would like the Grimoire to be there, like Marathon, but I don't have an inherent issue with it. I know more is coming. It's why I didn't have a problem with Halo 2. I was surprised when it ended, but it was clear there would be a Halo 3, so I didn't mind.
Right now, the story IN THE GAME is just enough to keep me interested. Hopefully, like you said, that's not by design, and just due to the nature of Destiny as a beginning.
I really think the expansions are the real stories in Destiny.
There are also many things in the expansions that are starting to explore some of the hooks that were placed in the core games side missions. Those side missions specifically already giving broader strokes outside of the initial Black Garden arc. The Vault of Glass, Rasputin, and the Betrayal of the House of Wolves were all hinted toward and played with in the core game and have shown up later and expanded on.
I think that one of the issues with Destiny's story is that it is starting so much larger than Bungie's earlier efforts. Marathon and Halo both are very easily contained, but Destiny starts out by telling you this is a large world you won't understand at first.
And I imagine as time goes on those plot arcs will mingle and expand further. It's already been shown that the Cabal will feature more heavily in The Taken King than we've seen them in either of the prior expansions, even if it is ostensibly a Hive-focused expansion.
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It's in the expansions.
by narcogen
, Andover, Massachusetts, Friday, July 31, 2015, 23:22 (3502 days ago) @ Funkmon
Man that was long. How many pages was that script? :P
4,300 words. Some got cut after it was recorded, as well. I use BBEdit for this sort of thing, and it doesn't paginate, so I don't know how many pages.
The main point was that the story of Destiny isn't complete. I think you're right, and I think you're also right that Bungie will elaborate on this in future games.You didn't bring up the expansions very much, but they do tell a complete story. Find out hive are waking Crota under the control of Omnigul. You find some stuff out, go kill Crota's soul. Then you go kill Omnigul. Then you actually kill Crota. Find out the Fallen have gone rogue in the reef. Find out who's leading them. Figure shit out. Capture the dude. Then a side story in a strike and the POE.
I honestly don't think that's true, though, at least, not in the same sense that it's true of conclusions within the Halo series.
Part of it is that I never feel any emotional closure because none of these missions is ever done for good because all the activities recur, and unlike when you repeat a level in Halo, the world does not reset to its prior state. I kill Omnigul, get a neat new gun, and next week I can kill Omnigul with that gun. I can even kill Omnigul with that gun I got last week from killing Omnigul while talking to a fireteam member who helped me kill Omnigul last week. When we go back to the Tower and report to Eris, who do we say killed Omnigul, when, and with what gun?
The other part of it is that even when things do end they don't. Look at Skolas; he was in jail, he got out, we caught him, and he goes back to jail... where we can fight him again weekly. All of our effort was spent to restore the status quo (Skolas in jail) whereas most of the effort in Halo is spent disrupting the status quo.
The status quo in the Haloverse when we enter is:
Humanity and Covenant are at war
Covenant are looking for Halo installations to activate
The Flood are attempting to escape confinement and absorb all sentient life
Guilty Spark and other monitors are looking for a Reclaimer to activate the array
The nature and consequences of each of these is made clear at least at some point. We know about the war pretty early on in Halo 1, and the threat of the Flood by halfway.
By the time the series has ended, this has happened:
The Covenant breaks, as Elites join Humanity in fighting prophets/brutes
All three prophet hierarchs have been killed
Delta Halo's gravemind has been lured to the Ark and destroyed
Two halo installations, one monitor, and the Ark installation that maintains them has been destroyed
All of those events are pretty big, and the disruption from the status quo is significant.
It seems to me that the main story of Destiny is basically a framework right now for telling smaller stories in the expansions. Hopefully, Bungie does turn it into its own story outright soon.
I'd like to say that I don't have a problem with the Destiny story as presented in game. I would like the Grimoire to be there, like Marathon, but I don't have an inherent issue with it. I know more is coming. It's why I didn't have a problem with Halo 2. I was surprised when it ended, but it was clear there would be a Halo 3, so I didn't mind.
Right now, the story IN THE GAME is just enough to keep me interested. Hopefully, like you said, that's not by design, and just due to the nature of Destiny as a beginning.
I really think the expansions are the real stories in Destiny.
I thought so too until they announced Taken King. TDB is an enjoyable little ark, but to me the motivations of the Hive are probably the most inscrutable of all Destiny's enemies, and to be given a double dose of them so soon is disheartening. I also feel that the logic being followed leads to an infinite regress.
We kill Sardon. Then a bunch more Hive. We kill Crota. That pisses off Oryx, who comes to get revenge. That means we need to kill DarkBlade (really, guys... DarkBlade? Somebody broke the imagination bank on that one.) and then probably a bunch of other Hive before a showdown with Oryx.
Will killing him off bring out his granddaddy? What about his granddaddy before him? And of course, even while the expansion launches that explains how angry Oryx is at killing Crota, some players are still killing Crota, some have yet to kill Crota. Some will kill Oryx before they get around to killing Crota, probably, and some will have a day where they kill Oryx before taking a break to go kill Crota. The sense of accomplishment comes from loot and advancement, rather than the in-game accomplishment, which contrasts with Halo because Halo didn't have loot or advancement.
Everything you just said is true, but I think the expansions are as complete as we can get with this type of game. By its very nature, we redo missions, so we don't feel that accomplished. If we do, it's the feat of it (me, Chewy, and Kermit just spent 3 hours and 30 minutes on Skolas, and I feel accomplished, but not because we killed him, because we beat that part of the game), not the story.
So, yeah. The game's too loot based to FEEL like it's over, but the expansions are stories in themselves.
The Taken King seems fine to me. They mentioned Oryx a bunch of times, he seems like a big bad. I mean, we blew up the whole covenant armada sent to Reach in Halo. We knew there was more we would have to do, and we know that in Destiny, Oryx is a big deal, and we should probably kill the shit out of him eventually. I imagine we're going to have to kill a big Cabal guy, too, and a big Fallen guy, and a big Vex guy, even bigger than what we have done so far. It's clear we have just been eliminating local enemies. I expect we will get bad guys from farther and farther away as we work through the darkness.
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It's in the expansions.
by Leviathan , Hotel Zanzibar, Saturday, August 01, 2015, 03:38 (3501 days ago) @ Funkmon
I agree with a lot of what you said here. When the game first came out, I remember posting here that I thought it felt like a starter quest in a pen and paper RPG or a story-based tabletop game, where you're shown the ropes and introduced to all the factions with a little excitement sprinkled in. THEN you tell your own stories or buy new sourcebooks and expansions.
Well done!
by Earendil, Friday, July 31, 2015, 17:02 (3502 days ago) @ narcogen
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What's Wrong (I Think) With Destiny's Story?
by SteelGaribaldi , Sol system, Sunday, August 02, 2015, 19:13 (3500 days ago) @ narcogen
I like that you start discussing the changing model of play during our time hiding from Quodron in PoE. That room is a great example of "Wait, is this FUN?" ... After a few attempts, and a serious nerf/rethink of certain design elements, it is.
BTW, your description should include an "S" in SteelGaribaldi. :)
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What's Wrong (I Think) With Destiny's Story?
by narcogen
, Andover, Massachusetts, Monday, August 03, 2015, 00:46 (3500 days ago) @ SteelGaribaldi
I like that you start discussing the changing model of play during our time hiding from Quodron in PoE. That room is a great example of "Wait, is this FUN?" ... After a few attempts, and a serious nerf/rethink of certain design elements, it is.
BTW, your description should include an "S" in SteelGaribaldi. :)
Oops! Fixed!
and Thanks!
Thanks Narcogen for that level-headed and thorough analysis of narrative within Bungie's games.
I'm of the opinion that at its core, the problem is that the writing just got bad.
It went from superb ('thon, Myth) to good (Halo), to where we are now.
Which is weird because historically Bungie knows good writing and good acting. I remember being disappointed in Halo 2 that the Elites spoke English, I would have preferred the exotic unknown of the backwards gibberish with subtitles, and then I heard Keith David and I was like "oh, ok."
Compare Durandal as a character -- funny, diabolical, manipulative, confident, to the Ghost who by contrast feels sophomorically written, rushed and hurried - I think it was around level 18 that I couldn't stand it anymore and I turned the sound off -- and haven't turned it back on since then. I do keep subtitles on, and from those, I can't say I'll be turning the sound back on anytime soon.
The strongest writing in Destiny for me lies in the Grimoire cards -- but I feel they are a (brilliant) component that the gaming community isn't quite ready for yet. I think that will change in about 5-10 years, and people will look back on Destiny as being forward-thinking in that regard, sort of the way Apple lost tens of millions of dollars introducing the Apple Newton in the 90s, because they were satisfying a need consumers didn't know they had yet.
Back to why I think Marathon's writing is in a different league from Destiny's: a book (Marathon), because of the dialectic nature of the way the information is processed, will generally "hit harder" than a movie (or a cut scene), where a lot of the interpretation is gone, and it's more of a didactic experience, where the player is experiencing the director's vision of that writing. So maybe Marathon got so deep into my DNA that no other title could surpass it (and no other title has.)
Consider for example this (from Marathon 2):
Tycho's ship has been destroyed. The crater where it annihilated itself on Lh'owon's inner moon is still glowing. There were no survivors. With a focused message laser I burned his epitaph into the surface near the crash site, in letters three hundred meters high: "Fatum Iustum Stultorum."
That is good writing. It's grandiose. It's like reading Herodotus describing Xerxes ordering the river Hellespont to be whipped by his soldiers because a storm demolished his bridge.
It's also not something I would want to see in a cut scene, because I don't think there are many directors who could do it justice.
Not everyone cares for reading terminals, and I suspect that Bungie as a studio started feeling the pressure of "dumbing down" the story-telling (Halo) so that younger, and / or more impatient players could get story content without too much investment.
With Destiny, however, it just feels like the story-telling has taken a back seat to a lot of other components of the game.
I do agree with you that the episodic nature of the gameplay creates an additional challenge to the story-telling, and maybe that's why it's not at the forefront of the studio's priorities.
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Grimiore Cards
by CyberKN
, Oh no, Destiny 2 is bad, Sunday, August 02, 2015, 23:43 (3500 days ago) @ nico
The strongest writing in Destiny for me lies in the Grimoire cards -- but I feel they are a (brilliant) component that the gaming community isn't quite ready for yet. I think that will change in about 5-10 years, and people will look back on Destiny as being forward-thinking in that regard, sort of the way Apple lost tens of millions of dollars introducing the Apple Newton in the 90s, because they were satisfying a need consumers didn't know they had yet.
So here's the thing-
The Grimiore Cards basically fall into two categories- Ones that add detail to the world from an objective, basic informational standpoint (eg. Exotic Weapons, Faction Leaders), or ones that are snippets of conversations or character diaries (eg. Alpha Lupi, Ghost Fragments).
Neither of these are new concepts. Mass Effect has the Codex- An extensive library of knowledge that is updated and added to as the player discovers new things, accessible at any time by pausing the game. And games have been doing piecemeal audio logs for years- ODST's "Sadie's Story" and the Datapads in Reach, for example.
So when I read what you've written above- that people complain about the grimiore cards because they're this "new" concept that they aren't quite ready for yet- it comes off as you trying to brush off Bungie's blunders by making excuses.
The strongest writing in Destiny for me lies in the Grimoire cards -- but I feel they are a (brilliant) component that the gaming community isn't quite ready for yet. I think that will change in about 5-10 years, and people will look back on Destiny as being forward-thinking in that regard, sort of the way Apple lost tens of millions of dollars introducing the Apple Newton in the 90s, because they were satisfying a need consumers didn't know they had yet.
So here's the thing-The Grimiore Cards basically fall into two categories- Ones that add detail to the world from an objective, basic informational standpoint (eg. Exotic Weapons, Faction Leaders), or ones that are snippets of conversations or character diaries (eg. Alpha Lupi, Ghost Fragments).
Neither of these are new concepts. Mass Effect has the Codex- An extensive library of knowledge that is updated and added to as the player discovers new things, accessible at any time by pausing the game. And games have been doing piecemeal audio logs for years- ODST's "Sadie's Story" and the Datapads in Reach, for example.
So when I read what you've written above- that people complain about the grimiore cards because they're this "new" concept that they aren't quite ready for yet- it comes off as you trying to brush off Bungie's blunders by making excuses.
I'm not sure if you do this stuff on purpose or not. It comes off like you trying to brush off Bungie compliments by making excuses. Nico wasn't talking about little side stories and extra info in games, Doom 3 had those, even, and that story was dumb as hell. Of course Nico wasn't talking about that. He was talking about the outside game access to them.
It's like if you said "The Newton wasn't new. Apple had been making computers for years. There was the Apple 1, then the Apple ][, and so on." You missed the point, and it seems deliberate, because you miss the point in a consistent way, every time. The way insulting to Bungie.
Myth had flavor text back in '97, and I'm sure it wasn't the first game to have it. ODST had audio fragments. This isn't new territory.
My point is the idea of using an ancillary device (computer, phone, tablet) as part of the story-telling experience: that's what we're not ready for, but I suspect will be in the future.
edit -- what Funk said!
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GRIMOIRE Cards
by narcogen
, Andover, Massachusetts, Monday, August 03, 2015, 00:35 (3500 days ago) @ nico
Myth had flavor text back in '97, and I'm sure it wasn't the first game to have it. ODST had audio fragments. This isn't new territory.
My point is the idea of using an ancillary device (computer, phone, tablet) as part of the story-telling experience: that's what we're not ready for, but I suspect will be in the future.
edit -- what Funk said!
I actually don't mind some material being delivered that way.
The problem is how dependent the game is on that material for it's context.
I was never a particular fan of the Halo novelizations. I thought they weren't as good at being books as Halo was at being a game, and I felt more or less satisfied by the narrative and characterization delivered by the games. The novels introduced conflicting themes and details that I found unsatisfying, extraneous, and unnecessary.
As a primary source for narrative and characterization, Destiny delivers very, very little. Where it does deliver in spades is setting.
But there's just too little else there, and I'm not convinced that this is an issue about the audience being "ready" to consume media through other sources-- the success of otherwise mediocre spinoff media (not just for Halo but many popular franchises) speaks directly to that. The question is whether or not it's advisable to supplant the primary source material with the external stuff. I'm not sold on it, and I'm not sure the problem is me.
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GRIMOIRE Cards
by CyberKN
, Oh no, Destiny 2 is bad, Monday, August 03, 2015, 00:55 (3500 days ago) @ nico
Myth had flavor text back in '97, and I'm sure it wasn't the first game to have it. ODST had audio fragments. This isn't new territory.
My point is the idea of using an ancillary device (computer, phone, tablet) as part of the story-telling experience: that's what we're not ready for, but I suspect will be in the future.
I considered that that was the point, but dismissed that notion because it seemed too absurd to be correct.
Now that you've confirmed in this post that that idea (using an ancillary device (computer, phone, tablet) as part of the story-telling experience) was the point, I'll try to respond again.
You implied that this idea of removing- or omitting- story content from the game and building it up in external media is "brilliant".
Why?
What possible benefit does that have to the consumer/audience, over having all that media available in one convenient, accessible package? You must have some argument to make here, because you consider it to be "brilliant". I'd genuinely like to hear it from you.
I can think of one example, related specifically to the way Destiny does it: When you receive a Grimiore card, a slim back bar appears at the bottom of the screen. The text in this bar informs the user that to view the Grimiore card's contents, they can do so at Bungie.net. Theoretically, Bungie could be using this to advertise their website, giving the player an incentive to visit and maybe discover the other functionality it offers. Personally, I find this to be sort of tacky, and more than a little bit of a disservice to the writer of the cards. Like you said, the content is good. It feels akin to holding a multiplayer map back, only to be given to those who pre-order.
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I concede.
by CyberKN
, Oh no, Destiny 2 is bad, Monday, August 03, 2015, 02:19 (3499 days ago) @ Funkmon
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As an *extra* way to read, it's great.
by narcogen
, Andover, Massachusetts, Monday, August 03, 2015, 09:09 (3499 days ago) @ Funkmon
Just not as the primary and ONLY way to read them.
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I agree with you 100%. I would like them in game too.
by Funkmon , Monday, August 03, 2015, 09:13 (3499 days ago) @ narcogen
AND, available to read easily upon getting one.
GRIMOIRE Cards
by Claude Errera , Monday, August 03, 2015, 18:58 (3499 days ago) @ CyberKN
You implied that this idea of removing- or omitting- story content from the game and building it up in external media is "brilliant".
I think you may have misinterpreted his post.
I don't think he was saying that omitting the content from the game and delivering it another way was brilliant - just that that was new. I think the use of the word 'brilliant' was to describe the content of the Grimoire cards, which he likes a lot.
I haven't discussed this particular post with him, so I could be completely wrong - but I HAVE discussed the Grimoire with him, and I know he loves the writing.
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Grimiore Cards
by narcogen
, Andover, Massachusetts, Monday, August 03, 2015, 00:43 (3500 days ago) @ CyberKN
Neither of these are new concepts. Mass Effect has the Codex- An extensive library of knowledge that is updated and added to as the player discovers new things, accessible at any time by pausing the game. And games have been doing piecemeal audio logs for years- ODST's "Sadie's Story" and the Datapads in Reach, for example.
Both of which can be accessed in the game, while I'm playing, while I'm thinking "oh, hey, I WOULD like to know more about X."
When I leave the console and go to the computer, I'm dealing with a different set of tasks. I see the Grimoire and say "oh, I'll look at that later." I STILL have unread cards, and I find the long ones extremely frustrating to try and read in the interface Bungie has set up, which is way too in love with the idea of being darling little cards to make itself useful.
Neither of these are new concepts. Mass Effect has the Codex- An extensive library of knowledge that is updated and added to as the player discovers new things, accessible at any time by pausing the game. And games have been doing piecemeal audio logs for years- ODST's "Sadie's Story" and the Datapads in Reach, for example.
Both of which can be accessed in the game, while I'm playing, while I'm thinking "oh, hey, I WOULD like to know more about X."When I leave the console and go to the computer, I'm dealing with a different set of tasks. I see the Grimoire and say "oh, I'll look at that later." I STILL have unread cards, and I find the long ones extremely frustrating to try and read in the interface Bungie has set up, which is way too in love with the idea of being darling little cards to make itself useful.
This. I still have quite a few unread cards because I just don't think about it when I'm doing things on the computer. And yes, Bungie's Grimoire interface needs to change. Long cards are awful to read.
I would love to be able to access them either in the Tower, or in Orbit, or wherever. I would say in the Start Menu screens, but I'm not sure that works as well, since you can't actually pause the game.
Thanks Narcogen for that level-headed and thorough analysis of narrative within Bungie's games.
I'm of the opinion that at its core, the problem is that the writing just got bad.
It went from superb ('thon, Myth) to good (Halo), to where we are now.
I fear may be onto something there... and it's something I'm working on for another video.
[snip]
Not everyone cares for reading terminals, and I suspect that Bungie as a studio started feeling the pressure of "dumbing down" the story-telling (Halo) so that younger, and / or more impatient players could get story content without too much investment.
Sure, I get that, but I suppose now they've just decided that the younger, impatient players don't need or want the story at all, and that everybody else can go read a website?
With Destiny, however, it just feels like the story-telling has taken a back seat to a lot of other components of the game.I do agree with you that the episodic nature of the gameplay creates an additional challenge to the story-telling, and maybe that's why it's not at the forefront of the studio's priorities.
When I actually suggested, back before ODST, that I would love Bungie to pursue an episodic model (it was not yet clear at that time, I think, how thoroughly Valve had failed with their experiment with it) it was because of the advantages that model has for storytelling. You can't honestly look, just to name very recent examples, at Breaking Bad, Game of Thrones, Better Call Saul, Mad Men, and quite a few others, and say that an episodic format is inherently detrimental to storytelling. Quite the opposite! I think the problem is that Bungie just really hasn't engaged on that level, in part because of the MMO design elements, and perhaps in part just as a knee-jerk reaction to the multimedia behemoth that Halo became, and perhaps in part because of the departure of key individuals.
Thanks!
by Claude Errera , Monday, August 03, 2015, 19:03 (3499 days ago) @ narcogen
I do agree with you that the episodic nature of the gameplay creates an additional challenge to the story-telling, and maybe that's why it's not at the forefront of the studio's priorities.
When I actually suggested, back before ODST, that I would love Bungie to pursue an episodic model (it was not yet clear at that time, I think, how thoroughly Valve had failed with their experiment with it) it was because of the advantages that model has for storytelling. You can't honestly look, just to name very recent examples, at Breaking Bad, Game of Thrones, Better Call Saul, Mad Men, and quite a few others, and say that an episodic format is inherently detrimental to storytelling. Quite the opposite!
He didn't say that the format is detrimental to storytelling - he said that it creates an additional challenge. And it does. (And challenges translate to extra time, and extra money, which can lead to de-prioritization.)
Doesn't mean it hasn't been made to work, and work really well, lots and lots and lots and lots of times. Remember, most of Dickens was originally released as episodic content.
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Pump your brakes.
by iconicbanana, C2-H5-OH + NAD, Portland, OR, Monday, August 03, 2015, 19:10 (3499 days ago) @ Claude Errera
Remember, most of Dickens was originally released as episodic content.
Yeah, and Great Expectations (an example of his serially released work) is an unmitigated train-wreck and objectively the worst book ever.
Goddamn I hate that book. Nothing about it is good.
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Not even Ethan Hawk could save it...
by CruelLEGACEY , Toronto, Monday, August 03, 2015, 19:36 (3499 days ago) @ iconicbanana
;)
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Or Robot Monkeys.
by iconicbanana, C2-H5-OH + NAD, Portland, OR, Monday, August 03, 2015, 19:37 (3499 days ago) @ CruelLEGACEY
I did enjoy that episode, but not because of anything the source material offered.