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NSFW Best Thread Ever [No SJW-related posts allowed]

dnf

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Bioware employees acting like a socially retarded teenagers? You can see why they chose their target demographic.

Not even mad about the misogyny, that was just the worst possible way to make this kind of dirty joke. Might as well post a picture of your penis.
I would have said something along the lines of "if you were a dude, you wouldn't have got that free dessert. Or your legions of online followers, or your cushy lifestyle and job, or your obviously pandering product tie-ins." But that's just me.
That would be a sure way to destroy your career, just like that destructoid intern who got fired questioning the usefulness of Felicia Day... Good thing you don't have a gaming career to begin with :troll:
 

Broseph

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Dexter

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RPS writer dares suggest games are not for storyfaggotry, hipster commenters react with rage: http://www.rockpapershotgun.com/2013/06/11/maybe-games-just-arent-for-telling-great-stories/
Hah.
http://www.formspring.me/JESawyer/q/571327628
http://www.formspring.me/JESawyer/q/587823297
Things that have changed since these answers: none.

"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." - John Carmack
 

felipepepe

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One day people will understand that "vidcoms being art" is not about emulating movies... the most important feature is that vidcoms are interactive, and that's where they should excel to elevate their medium, not playing B-grade movies while you do QTEs...
 

Pope Amole II

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"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." - John Carmack

Yeah, that's a fucking great thing to be said in the era when fucking Monkey Islands, Space Quests and other adventure shit were one of the brightest aspects of PC gaming. You, like, totally take the story out of them because, obviously, it's not that important.

And, as the years had shown, it's not like Carmack cares about game design anymore.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
One day people will understand that "vidcoms being art" is not about emulating movies... the most important feature is that vidcoms are interactive, and that's where they should excel to elevate their medium, not playing B-grade movies while you do QTEs...

Yeah, like Planescape, what were they thinking? Putting a story underneath that mediocre combat and gameplay.
 

Dexter

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"Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." - John Carmack

Yeah, that's a fucking great thing to be said in the era when fucking Monkey Islands, Space Quests and other adventure shit were one of the brightest aspects of PC gaming. You, like, totally take the story out of them because, obviously, it's not that important.

And, as the years had shown, it's not like Carmack cares about game design anymore.
But it's true. For a game to have a "great story" as it looks right now it would likely have to be basically an Interactive Cutscene or similar akin to The Walking Dead series (and even then it can be Hit&Miss) or at least a shitload of exposition.
This varies to a great degree and there are certainly a lot of famous "storyfag" games like Planescape: Torment, Grim Fandango, Witcher 2 (even at peril of being stoned to death by some people), but they usually lack in Gameplay and oftentimes in the "interactivity" department. As a matter of fact most (if not all) of Obsidians games sucked more or less balls gameplay-wise and this might explain why. And hey, I love Adventures, even the ones you mentioned (although I haven't played all the Space Quest games) but when you get presented with such final statements or the hipster bullshit of John Walker you have to think about it and they aren't particularly that elaborate in the "game" department oftentimes.

On the other hand there are a lot of games that survive on game-mechanics alone and become legendary, from Mario to various turn-based RPGs or games like Crusader Kings that can in principle tell a "story" through gameplay.

Or, because you've employed it in your signature let's take Might & Magic or Heroes of Might & Magic, do you think these game series can impress through their amazing refreshing accomplishments in "storytelling"? Or Civilization, or X-Com or Age of Empires or...
A shitload of people also play games without even the most basic "story"-element to them every day in basically every Multiplayer game out there where the story consists of "you have to defuse a bomb, kill the evil people that try to prevent you to", "capture and defend these checkpoints", "evil people in red = kill" or "player controls army of evil people/teamed up with evil characters, destroy their base".

I'd even go as far as to say that most of the time a well designed "game" part is a lot more important than the "story" part, even though I enjoy both.
 

RK47

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Dead State Divinity: Original Sin
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Gurkog

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This varies to a great degree and there are certainly a lot of famous "storyfag" games like Planescape: Torment, Grim Fandango, Witcher 2 (even at peril of being stoned to death by some people), but they usually lack in Gameplay and oftentimes in the "interactivity" department. As a matter of fact most (if not all) of Obsidians games sucked more or less balls gameplay-wise and this might explain why. And hey, I love Adventures, even the ones you mentioned (although I haven't played all the Space Quest games) but when you get presented with such final statements or the hipster bullshit of John Walker you have to think about it and they aren't particularly that elaborate in the "game" department oftentimes.


Obsidian games don't have shit gameplay because great story design necessitated it, but because they are shit at gameplay design.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
One day people will understand that "vidcoms being art" is not about emulating movies... the most important feature is that vidcoms are interactive, and that's where they should excel to elevate their medium, not playing B-grade movies while you do QTEs...
While this is true to some degree, I think you're taking it too far. If you were planning on making a movie, you wouldn't say "movies aren't about emulating books. The most important feature than movies have are pictures, that's where they should excel at to elevate their medium. Not listen to a B-grade novel while you watch pictures". Movies borrowed from mediums before them, and video games should too. The fix for shitty writing is not to remove the writing, but to make it better.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I'd even go as far as to say that most of the time a well designed "game" part is a lot more important than the "story" part, even though I enjoy both.
I'd say a really well designed "video game" wouldn't have separation between story and gameplay. It would all be one seamless experience.
 

Dexter

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I'd even go as far as to say that most of the time a well designed "game" part is a lot more important than the "story" part, even though I enjoy both.
I'd say a really well designed "video game" wouldn't have separation between story and gameplay. It would all be one seamless experience.
And I'd say that a really well designed "video game" often doesn't even really need a story. Games didn't even really have one through their formative years, what is the story of Pong, Breakout or Tetris? They seem to be timeless classics and might at most have a "setting" where it is taking place in, but not much of a story. While "a really well told story" might just end up being a movie (or a book, depending on game type and "cinematic-ness") and is often antithetical to having proper, continuous gameplay in favor of exposition and plot sequences.
 

Jarpie

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Codex 2012 MCA
This is probably obvious for Codexers but IMO where the games would shine as storytelling medium are the certain kind of high concepts, like in Planescape: Torment or what Torment: Tides of Numenera are doing, and especially if there's choices and consequences involved, "What if I do this and that, then this and that happens". Since those kind of games are rarely done I've become convinced that most developers and/or publisher and audiences are too stupid to get them, especially if they deal with more cerebral themes.
 

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