@X Pac Heat @Dom Cruise
Were you guys discussing video games and storytelling? Let me give my piece on it.
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Video games differ from movies and TV as a medium because of one big feature: INTERACTIVITY. You're not just watching somebody through a story or scenario, you're CONTROLLING somebody as you trek through the world.
I think video games have the potential to tell interesting stories through the interactive experience they benefit from. Whether through its own storytelling or through the actions of the player. BUT, do not let your story detract from the interactivity.
Since this is a GTA thread for instance, let's use that as an example.
The appeal of GTA is its open world with the freedom it gives to the player. The story the world tells with the plot complements the gameplay. I feel III and Vice City accomplished that well. III is inspired by mobster movies, which helps set the mood of Liberty City and Claude's quest for revenge. Claude being a silent protagonist fits it well; you are a gun for hire with money and revenge as your end goal.
Moreover, III gives the freedom to tackle through missions within its own logic. You're tasked to kill a target: you can either go in guns blazing, flank him or rig his car with a bomb. You have to tail somebody going to a destination; III says he takes a taxi. You could tail him or steal a taxi and drive him there yourself. Destroy a plane; either drive to the airport and destroy it as it's landing OR, if you're skilled enough, blast it midflight.
This extends with free-roam. There are activities that the player can do as they progress. Taxi, ambulance, hidden packages, rampages, etc. It's there to do or ignore as you see fit.
Vice City improves on what III brought to the table. Vice City's world and plot is based on 80s culture and media such as Miami Vice and Scarface. Every inch of Vice City is an homage of that time period for the player to experience. Tommy Vercetti's character blends with its plot and gameplay. He is a psychopathic, dangerous character. His personality strengthens the variety of characters you meet along the way. You could still live out your rampaging fantasies as Tommy without feeling awkward.
Contrast that with V, it feels like the world and characters are there for the story. Nothing more. V's well-developed protagonists are a blessing and a curse. Michael, Franklin and Trevor's motivations are of pursing the almighty dollar. Money and status drives their motivation for the plot. Michael is a retired bank robber who is already living the life of luxury with his ill-gotten gains. Franklin is a gangster who wants to gets out of the thug life. Trevor is a maniac who wants to be established as THE drugs and arms dealer in Blaine County. They all want money, but for different reasons.
The curse is that with their different personalities, they are still placed in situations that are of odds of the character development, even freedom opportunities, R* laid on the table. V is heavily scripted during missions. Although you are given choices of how heists are executed, R* still expects you to tackle them the way they intend to. There are invisible barriers that force you to handle it THEIR way. Mopping, tailing, waiting, carjacking are a few examples. You try to go another way, V will either force you back to its scripting or fail you.
Frankly, it is jarring to be a middle-aged father and husband just going on killing sprees, especially during the second half. The game "allows" you to do that as you please, but the gameplay does not fit the character. The intent of video games are to be FUN and interactive.