<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Which came first, the game or the story?</title>
	<atom:link href="http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/feed/" rel="self" type="application/rss+xml" />
	<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/</link>
	<description>MMOs and game design</description>
	<lastBuildDate>Fri, 17 May 2013 13:40:24 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
	<item>
		<title>By: Killed in a Smiling Accident. &#187; Blog Archive &#187; Riding a horse is not a gentle hobby, to be picked up and laid down like a game of Solitaire.</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6298</link>
		<dc:creator><![CDATA[Killed in a Smiling Accident. &#187; Blog Archive &#187; Riding a horse is not a gentle hobby, to be picked up and laid down like a game of Solitaire.]]></dc:creator>
		<pubDate>Wed, 24 Feb 2010 11:22:20 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6298</guid>
		<description><![CDATA[[...] Spinks, Tamarind and many others have been discussing immersion recently; for me immersion is, in part, down to the little details: the way a character swings a sword, the way a horse moves, the way a path wends its way up a mountainside. If the details of the game world that we can relate to are congruent with our own world, then it makes the suspension of disbelief with regards to the fantastical elements that much easier, thus priming the jaws of immersion, allowing them to snap shut and grab hold. [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Spinks, Tamarind and many others have been discussing immersion recently; for me immersion is, in part, down to the little details: the way a character swings a sword, the way a horse moves, the way a path wends its way up a mountainside. If the details of the game world that we can relate to are congruent with our own world, then it makes the suspension of disbelief with regards to the fantastical elements that much easier, thus priming the jaws of immersion, allowing them to snap shut and grab hold. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tolthir</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6271</link>
		<dc:creator><![CDATA[Tolthir]]></dc:creator>
		<pubDate>Tue, 23 Feb 2010 04:31:35 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6271</guid>
		<description><![CDATA[Great post!  I just saw it via a link from another site.

&lt;i&gt;Figuring out how to neatly merge some of these styles is the big challenge for the next generation of game designers.&lt;/i&gt;

I think some games have already done this well.  Deus Ex, for example, blends storytelling and gameplay almost seamlessly.  You do have to make some character development choices, but the game is flexible enough to accommodate almost anything you do.  Planescape Torment and Dragon Age also worked fairly well.

It will be interesting to see how BioWare handles these issues in SWTOR.  Presumably the game will attract people interested mostly in the story as well as traditional MMO players interested in min-maxing, raiding, and so forth.  If story choices affect your character&#039;s abilities (as BioWare has implied) then people might end up gaming the story, which would be unfortunate.]]></description>
		<content:encoded><![CDATA[<p>Great post!  I just saw it via a link from another site.</p>
<p><i>Figuring out how to neatly merge some of these styles is the big challenge for the next generation of game designers.</i></p>
<p>I think some games have already done this well.  Deus Ex, for example, blends storytelling and gameplay almost seamlessly.  You do have to make some character development choices, but the game is flexible enough to accommodate almost anything you do.  Planescape Torment and Dragon Age also worked fairly well.</p>
<p>It will be interesting to see how BioWare handles these issues in SWTOR.  Presumably the game will attract people interested mostly in the story as well as traditional MMO players interested in min-maxing, raiding, and so forth.  If story choices affect your character&#8217;s abilities (as BioWare has implied) then people might end up gaming the story, which would be unfortunate.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6266</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 17:13:50 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6266</guid>
		<description><![CDATA[What&#039;s the story progression of giving random shit to NPCs until one of them gets an influence bonus? It doesn&#039;t come close to getting Morrigan to like you /by being a bitch yourself/.]]></description>
		<content:encoded><![CDATA[<p>What&#8217;s the story progression of giving random shit to NPCs until one of them gets an influence bonus? It doesn&#8217;t come close to getting Morrigan to like you /by being a bitch yourself/.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6265</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 17:13:05 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6265</guid>
		<description><![CDATA[Computer games do tend to train players to minmax and that there is always one best solution to any given problem, it&#039;s true. And it&#039;s not always the case. What if you get LESS STUFF but it&#039;s a game where the stuff doesn&#039;t really matter, or you got equal amounts of story aside from that.

So in DAO, if you beat Ser Whateverhername is, you miss the dungeon escape segment but get whatever stuff she drops. Losing there isn&#039;t really non-optimal in any major sense, in fact it&#039;s designed so that you probably will lose. And are you playing the game non-optimally if you don&#039;t romance every single romanceable character? Or is it a better story for your character to be totally in love with one of them and ignore the rest, or even to hate all of them but give your life for them anyway? It&#039;s your choice, but you see how the story might be more compelling if you don;t just chase every possible achievement.

In a tabletop game, although it is possible to design a scenario so that there is one and only one true pathway through, it&#039;s often hard to do. And the reason is that players will ALWAYS think of something you hadn&#039;t expected (it&#039;s like a law of GMing) and you will have to decide on the spot whether it might work. 

I&#039;ll give you an example of this: I ran a scenario where a mad vampire needed players to collect some random stuff (a time honored backup scenario for a GM who is short of time), one of which was a house of cards 5 storeys high. I even gave the players a real pack of cards in case anyone felt like trying to act out what their characters were doing in game. But nope. My players ignored the cards and decided instead to steal a van, ramraid a bookshop and nick five copies of &lt;a href=&quot;http://www.amazon.co.uk/House-Cards-Michael-Dobbs/dp/0006176909/ref=sr_1_5?ie=UTF8&amp;s=books&amp;qid=1266859077&amp;sr=8-5&quot; rel=&quot;nofollow&quot;&gt;&#039;House of cards&lt;/a&gt;&quot; with the aim of stacking them up (ie. 5 stories high). This is the sort of stuff real players will do if they have enough freedom :) And it is also a way for the players to help drive the story -- they wanted to act like nutty hoodlums, so that&#039;s what they did.

I do think that players who engage with the /game/ instead of engaging with the /story/ fret overly about minmaxing and achievements. Sometimes, a really good story requires you to be able to choose to sacrifice these things. And in return you get a different, but equally compelling and possibly more appropriate game experience. And games like DAO are just starting to recognise it.]]></description>
		<content:encoded><![CDATA[<p>Computer games do tend to train players to minmax and that there is always one best solution to any given problem, it&#8217;s true. And it&#8217;s not always the case. What if you get LESS STUFF but it&#8217;s a game where the stuff doesn&#8217;t really matter, or you got equal amounts of story aside from that.</p>
<p>So in DAO, if you beat Ser Whateverhername is, you miss the dungeon escape segment but get whatever stuff she drops. Losing there isn&#8217;t really non-optimal in any major sense, in fact it&#8217;s designed so that you probably will lose. And are you playing the game non-optimally if you don&#8217;t romance every single romanceable character? Or is it a better story for your character to be totally in love with one of them and ignore the rest, or even to hate all of them but give your life for them anyway? It&#8217;s your choice, but you see how the story might be more compelling if you don;t just chase every possible achievement.</p>
<p>In a tabletop game, although it is possible to design a scenario so that there is one and only one true pathway through, it&#8217;s often hard to do. And the reason is that players will ALWAYS think of something you hadn&#8217;t expected (it&#8217;s like a law of GMing) and you will have to decide on the spot whether it might work. </p>
<p>I&#8217;ll give you an example of this: I ran a scenario where a mad vampire needed players to collect some random stuff (a time honored backup scenario for a GM who is short of time), one of which was a house of cards 5 storeys high. I even gave the players a real pack of cards in case anyone felt like trying to act out what their characters were doing in game. But nope. My players ignored the cards and decided instead to steal a van, ramraid a bookshop and nick five copies of <a href="http://www.amazon.co.uk/House-Cards-Michael-Dobbs/dp/0006176909/ref=sr_1_5?ie=UTF8&amp;s=books&amp;qid=1266859077&amp;sr=8-5" rel="nofollow">&#8216;House of cards</a>&#8221; with the aim of stacking them up (ie. 5 stories high). This is the sort of stuff real players will do if they have enough freedom <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And it is also a way for the players to help drive the story &#8212; they wanted to act like nutty hoodlums, so that&#8217;s what they did.</p>
<p>I do think that players who engage with the /game/ instead of engaging with the /story/ fret overly about minmaxing and achievements. Sometimes, a really good story requires you to be able to choose to sacrifice these things. And in return you get a different, but equally compelling and possibly more appropriate game experience. And games like DAO are just starting to recognise it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: the immersion paradox at Righteous Orbs</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6255</link>
		<dc:creator><![CDATA[the immersion paradox at Righteous Orbs]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 14:30:24 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6255</guid>
		<description><![CDATA[[...] blog posts knocking around recently on the subject immersion in MMOs and video games more widely. Spinks, in particular, articulates the tension between the storytelling and the mechanical aspect of games [...]]]></description>
		<content:encoded><![CDATA[<p>[...] blog posts knocking around recently on the subject immersion in MMOs and video games more widely. Spinks, in particular, articulates the tension between the storytelling and the mechanical aspect of games [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tam</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6251</link>
		<dc:creator><![CDATA[Tam]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 13:04:00 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6251</guid>
		<description><![CDATA[Sorry, I&#039;m *still* thinking about this.  A prime example, I think, would be influence mechanics.  Now, if you want a RP a surly bastard who doesn&#039;t pander to his PCs you get *nothing* out of that.  Whereas somebody who takes the &quot;correct&quot; choices gets not only story progression and character development but mechanical advantage.]]></description>
		<content:encoded><![CDATA[<p>Sorry, I&#8217;m *still* thinking about this.  A prime example, I think, would be influence mechanics.  Now, if you want a RP a surly bastard who doesn&#8217;t pander to his PCs you get *nothing* out of that.  Whereas somebody who takes the &#8220;correct&#8221; choices gets not only story progression and character development but mechanical advantage.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Tam</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6240</link>
		<dc:creator><![CDATA[Tam]]></dc:creator>
		<pubDate>Mon, 22 Feb 2010 09:52:49 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6240</guid>
		<description><![CDATA[&quot;I can only pity the people who played that game badly, because they were too scared to veer from the min/max path in case anything non-optimal happened&quot;

This kind of bothers me; it&#039;s possible I&#039;m merely thinking about this from a slightly different perspective but ultimately gaming environments do not, or tend not, to, support failure in the same way they do success.  I don&#039;t think this kind of thing is players being foolish or hidebound, I think it&#039;s the fact we&#039;re inevitably steeped in a meta-textual awareness of The Way Things Work.  Ultimately what you get out of a game for playing &quot;non-optimally&quot; either from a story or a mechanics perspective is LESS STUFF.  I don&#039;t mean less phat lewts and character improvement, but you generally get to experience less of the game, and you get less &#039;story&#039; for your trouble too.

Now, I&#039;m not a table-top roleplayer like Chas having played like one game of D&amp;D in my entire life BUT again one of the problems with both the medium (and, ahem, I would suggest your average GM) is that success is rewarded by action and failure is met with inaction i.e. &quot;you do that thing and this happens&quot; versus &quot;you fail to do that thing [and consequently nothing happens].&quot;

To take a spurious analogy taking the non-optimal path in a game would be the equivalent of reading a book but none of the dialogue, or just stopping reading on page 193.  I think to some extent this is just a natural limitation of what a game is, and what it does, but I don&#039;t actually think it&#039;s because players aren&#039;t engaging with story-telling games &#039;properly&#039;.]]></description>
		<content:encoded><![CDATA[<p>&#8220;I can only pity the people who played that game badly, because they were too scared to veer from the min/max path in case anything non-optimal happened&#8221;</p>
<p>This kind of bothers me; it&#8217;s possible I&#8217;m merely thinking about this from a slightly different perspective but ultimately gaming environments do not, or tend not, to, support failure in the same way they do success.  I don&#8217;t think this kind of thing is players being foolish or hidebound, I think it&#8217;s the fact we&#8217;re inevitably steeped in a meta-textual awareness of The Way Things Work.  Ultimately what you get out of a game for playing &#8220;non-optimally&#8221; either from a story or a mechanics perspective is LESS STUFF.  I don&#8217;t mean less phat lewts and character improvement, but you generally get to experience less of the game, and you get less &#8216;story&#8217; for your trouble too.</p>
<p>Now, I&#8217;m not a table-top roleplayer like Chas having played like one game of D&amp;D in my entire life BUT again one of the problems with both the medium (and, ahem, I would suggest your average GM) is that success is rewarded by action and failure is met with inaction i.e. &#8220;you do that thing and this happens&#8221; versus &#8220;you fail to do that thing [and consequently nothing happens].&#8221;</p>
<p>To take a spurious analogy taking the non-optimal path in a game would be the equivalent of reading a book but none of the dialogue, or just stopping reading on page 193.  I think to some extent this is just a natural limitation of what a game is, and what it does, but I don&#8217;t actually think it&#8217;s because players aren&#8217;t engaging with story-telling games &#8216;properly&#8217;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6224</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Sun, 21 Feb 2010 18:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6224</guid>
		<description><![CDATA[The problem I had with Oblivion was that I never really understood how the whole levelling thing worked. It looked like such a cool game, but I had to not level up the skills I most wanted so that ... I don&#039;t even remember why it was a bad idea but I hated that so much I never got very far with it.

Do they use the same sort of levelling up scheme in Morrowind? (I realise I am now sounding like the fussiest player ever but it really put me off. Like I say, I don&#039;t much like min/maxing, especially when it involves not doing something that would be intuitive otherwise.)]]></description>
		<content:encoded><![CDATA[<p>The problem I had with Oblivion was that I never really understood how the whole levelling thing worked. It looked like such a cool game, but I had to not level up the skills I most wanted so that &#8230; I don&#8217;t even remember why it was a bad idea but I hated that so much I never got very far with it.</p>
<p>Do they use the same sort of levelling up scheme in Morrowind? (I realise I am now sounding like the fussiest player ever but it really put me off. Like I say, I don&#8217;t much like min/maxing, especially when it involves not doing something that would be intuitive otherwise.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Uzi</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6221</link>
		<dc:creator><![CDATA[Uzi]]></dc:creator>
		<pubDate>Sun, 21 Feb 2010 12:27:15 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6221</guid>
		<description><![CDATA[Morrowind was wonderful, you&#039;d love it Spinks.

Its just a little bit of a Mind-melt compared to even its pretty but dumb offspring Oblivion that really your playing a sandbox game that has a main plot in there somewhere. Go Explore...

It&#039;s parent Daggerfall was even more like this with a truely EPIC world...I spent a year playing it before I realised I could freely journey to other countries....lots of them. Pity it was so buggy :)]]></description>
		<content:encoded><![CDATA[<p>Morrowind was wonderful, you&#8217;d love it Spinks.</p>
<p>Its just a little bit of a Mind-melt compared to even its pretty but dumb offspring Oblivion that really your playing a sandbox game that has a main plot in there somewhere. Go Explore&#8230;</p>
<p>It&#8217;s parent Daggerfall was even more like this with a truely EPIC world&#8230;I spent a year playing it before I realised I could freely journey to other countries&#8230;.lots of them. Pity it was so buggy <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Stabs</title>
		<link>http://spinksville.wordpress.com/2010/02/20/which-came-first-the-game-or-the-story/#comment-6213</link>
		<dc:creator><![CDATA[Stabs]]></dc:creator>
		<pubDate>Sun, 21 Feb 2010 01:57:07 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=3316#comment-6213</guid>
		<description><![CDATA[You have to judge Morrowind in its historical context. 

Most story driven RP games were Torment-style - branching interactions that gave more illusion of choice than actual choice since most choices folded back into one or other of the same paths.

Morrowind was much more open. You could say screw the main plot and go work for the Fighter&#039;s Guild. Or become a Vampire. Even certain apparent losses such as getting jailed could open up interesting and unexpected story elements.

Morrowind is a good story telling game that had more full stops (save and reloads) than a linear game because it had more flexibility.]]></description>
		<content:encoded><![CDATA[<p>You have to judge Morrowind in its historical context. </p>
<p>Most story driven RP games were Torment-style &#8211; branching interactions that gave more illusion of choice than actual choice since most choices folded back into one or other of the same paths.</p>
<p>Morrowind was much more open. You could say screw the main plot and go work for the Fighter&#8217;s Guild. Or become a Vampire. Even certain apparent losses such as getting jailed could open up interesting and unexpected story elements.</p>
<p>Morrowind is a good story telling game that had more full stops (save and reloads) than a linear game because it had more flexibility.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
