-QuesoKirby-
Banned via Warnings
- Joined
- Jan 2, 2011
- Messages
- 114
Great quote!
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But not everyone likes it. Who plays Zelda for story? Those interested in the story. Others play it for the experience of gaming because it is primarily a video game. That is the first draw. Storytelling is not the immediate anchor for gaming and never will be.LT, the point isn't to convince you to like stories because everyone else likes stories, the point is for you to acknowledge the importance of story because everyone likes it.
I see your point and all but I just disagree. A story or storytelling method isn't a failure if a stupid person doesn't understand it. I know many people love the film District 9, and most of these people fail to realize that it's a film about apartheid. Does that make District 9 a thematic failure? I don't think so. I just think it means that some people don't want to think deeper about things. There was an initial backlash against Majora's Mask, I believe, because people just wanted to play OoT 2 and when they got something radical instead they disregarded it.LT, the point isn't to convince you to like stories because everyone else likes stories, the point is for you to acknowledge the importance of story because everyone likes it.
As for your argument about the reliance on cinematic storytelling, I think you're missing the point of how necessary cinematic storytelling is for the general public. Consider MM, your only example of interactive storytelling, then consider how many of the average fans understand the story told by it. Very few people actually understand what MM is about, and even fewer of them understand it without being told it directly. Hell, I still know people who actually think MM was a bad game. MM's storytelling, though amazing, is ineffective. The average player won't notice the plot subtleties that tie everythign in together, and they'll miss the entire point of the game. I, myself, didn't understand what MM was about after 3 playthroughs and I only really learned after reading Hylian Dan's article. While in theory, interactive storytelling may be a more wholesome storytelling device, it is only catered to the few players who will recognize those interactive storytelling techniques.
The beauty of art is that there not a definite meaning to any one piece. It is the epitome of irrelevance if another player derives a different meaning (or no meaning at all) from a story/piece of art. I think it does one good to discard all extraneous things when analyzing. So, forget the fanbase, forget other players, forget the developers, forget Miyamoto, forget everything except the game. Then, you begin to see the game really take to life by your own interpretation. I'm sure many people would not agree with me that "MM is about the futility of omniscience" and I myself don't think the game is solely about that. However, that doesn't make my interpretation invalid, because I can support it with things that are in the game itself. You'll be surprised at the wide variety of different perspectives that different people can view a piece of art from. I once read a brilliant essay on the film Inception that claimed that at its heart the film was about homosexual longing. I definitely do not agree with that analysis, but the author did support his points with scenes and lines from the movie so I can't in good conscience call that interpretation wrong.Cutscenes and other direct storytelling options remove that problem, and there's nothing wrong with it. There's nothing wrong with watching a series of events unfold for a minute or two. There's nothing wrong with direct divulgence of plot themes. The only thing that interactive storytelling does is to make the few players that understand it feel special and more intelligent by making the core plot theme hidden and exclusive of others. I mean really, how many people got 'the futility of omniscience' out of MM? Nobody, not even the people who do think they understand it. I even disagree with what your judgement of MM is, but that's beside the point. Direct storytelling is a much more accurate and effective means of conveying a plot.
You could be right. It's hard to say either way, really. I just know that out of all my irl friends/family who love Zelda, the vast majority of them would not be able to recount the plot of any of those games beyond "the little elf guy goes through dungeons, uses items, kills monsters, kills Ganon, saves Zelda...and soemthing about a Triforce" When Zelda is brought up in discussion with most of these people, it's more often reminiscing about riding Epona across a giant Hyrule field in OoT/TP, coming across the haunted ghost ship for the first time in WW, the Ancient Cistern in SS, the Yeti's house in TP, etc. etc. I'm willing to concede that your general experience differs from mine though.As for LoZ, lets be real here. I wasn't born when LoZ came out, and I won't doubt its popularity, but judgements then about the quality of gaming were limited to the hardware and creative abilities of the past. All games on the NES were simple and gameplay only, because makers were still learning what their capacity for making games was. Players weren't looking for story because gameplay was a huge novelty. Only once gameplay became a given, as it was in future games, did players begin to need something more to sustain interest. That trend is seen with the first 3 games. LoZ was great, but who really cares about LoZII? The next big Zelda game came with LttP, which had, not only enhanced gameplay, but with an enhanced plot too.
majora's mask and link's awakening don't follow this formula and are the best games in the series IMOAlso, I can't believe anyone is seriously talking about story in Zelda as if it hasn't always been "Get these three things to get this sword to get these (3/7/8) things to defeat the ultimate evil."
this is also true and it's something you lose a lot of the more heavy handed you go with dialogue and spoon feeding everything to the player, to me the best games are usually ones that leave a good amount to my own imagination as it is more personal, as well as being more immersive because you spend more of your time playing instead of watching and reading. to your point, here's another interpretation of MM that is quite differentThe beauty of art is that there not a definite meaning to any one piece. It is the epitome of irrelevance if another player derives a different meaning (or no meaning at all) from a story/piece of art. I think it does one good to discard all extraneous things when analyzing. So, forget the fanbase, forget other players, forget the developers, forget Miyamoto, forget everything except the game. Then, you begin to see the game really take to life by your own interpretation. I'm sure many people would not agree with me that "MM is about the futility of omniscience" and I myself don't think the game is solely about that. However, that doesn't make my interpretation invalid, because I can support it with things that are in the game itself. You'll be surprised at the wide variety of different perspectives that different people can view a piece of art from. I once read a brilliant essay on the film Inception that claimed that at its heart the film was about homosexual longing. I definitely do not agree with that analysis, but the author did support his points with scenes and lines from the movie so I can't in good conscience call that interpretation wrong.
The term "everyone" was just a way for me to apply importance to story for Zelda as a franchise. That is to say, a large portion of why people play the game is because of the story.But not everyone likes it. Who plays Zelda for story? Those interested in the story. Others play it for the experience of gaming because it is primarily a video game. That is the first draw. Storytelling is not the immediate anchor for gaming and never will be.
Perdictable plot eh? I'll challenge you on that.I sure as hell don't play Zelda for the repetitive, predictable plot...
/my 2 cents
I didn't call MM's storytelling a failure, I called it ineffective. MM's storyline works, it just doesn't work for most people. It's not a failure, it does its job, but the way it does its job doesn't identify with the way most people are accustomed to the job being done. Don't get me wrong, I consider MM to be the best game ever made by a very large margin, but I can understand why it's not recognized for how good it is, and it has to do with it's incredibly secretive themeing strategies.I see your point and all but I just disagree. A story or storytelling method isn't a failure if a stupid person doesn't understand it. I know many people love the film District 9, and most of these people fail to realize that it's a film about apartheid. Does that make District 9 a thematic failure? I don't think so. I just think it means that some people don't want to think deeper about things. There was an initial backlash against Majora's Mask, I believe, because people just wanted to play OoT 2 and when they got something radical instead they disregarded it.
Your solution to this problem seems to be to "dumb down" storytelling in games by making them something easier to digest for the average layman. There's nothing wrong with that mind you but video games will never blossom into a true art form when people are so attached to the status quo and resistant to experimentation. I'm just speaking from an idealist perspective. I know I may be coming across as some kind of classicist weirdo whose favorite game is Pong but it's just that I would love to see more games take risks.
speak for yourself, it is actually a very well appreciated game. it wasn't particularly popular when it first came out because it wasn't OoT2(TP was immediately assailed for being OoT 2.0, go figure), it had little hype coming out so quickly and being pitted against the PS2, and because being less direct it is something that takes more time to resonate with a lot of people...and the game is trippy as hell, it's a curveball from what you expect out of zelda and it was going to be less popular than OoT no matter how much they simplified the storytelling. people came around on it though and thanks to rerelease on the GC collectors disc and VC people that missed it the first time have been able to play it. the fact that it builds over time instead of hitting you with everything on the first playthrough is not objectively ineffective, on the contrary I think it's a nice change when you play a game that you can actually get more out of on replays where half the games in the series the story simply becomes an obstacle once you've beaten the game once.I didn't call MM's storytelling a failure, I called it ineffective. MM's storyline works, it just doesn't work for most people.
you would have to drastically change the game to change this, it wouldn't even be the same and likely would be worse. and MM is a pretty well recognized game, I've seen it top several "favorite zelda game" polls on zelda sites and even won a game of the decade contest on gamefaqs. it is a bit off the beaten path for a zelda game but lets not treat it as being more niche than it is, majora's mask has a very solid following, it's hardly a black sheep of the series or anything and it's disingenuous to treat it as suchI can understand why it's not recognized for how good it is, and it has to do with it's incredibly secretive themeing strategies.
the actual process of writing the game isn't any more intelligent but it does make the player think more. especially a game that can be interpreted in a number of different ways like MM, though I wouldn't even say that it's strength is being more intelligent so much as being more personal, you can identify with a lot of different things in it instead of having one dominant theme that is just constantly fed to you.I find nothign inherently more intelligent about direct storytelling as opposed to indirect storytelling.
That'd be awesome. I really loved how Retro handled the Metroid Prime series, so I'm not worried about how the new Zelda series will work out.well, I really just plain don't know what to think of these Miyamoto quotes as it seems every site is translating things differently or misinterpreting them but here's another one
http://gnvr.co.uk/2011/12/13/miyamoto-open-to-working-with-retro-studios-for-zelda/
I am curious as to why you think MM was ineffective at storytelling because I think that game does the most powerful storytelling of all the LoZ games. I think the fact that MM targeted itself towards a particular crowd of gamers (aka, those who have played a Zelda game before) is what makes it exceptional. Whether or not this is bad because it wasn't how ppl are accustomed too is up in the air, but I think the fact that it doesn't treat you as a newb is refreshing to say the least not to mention it is what you need to do if you make a sequel. Just because a game is made for a smaller crowd doesn't detract in anyway from its storytelling success if its target audience understood it. I believe Nintendo succeeded with MM in this regardMuraRegan said:I didn't call MM's storytelling a failure, I called it ineffective. MM's storyline works, it just doesn't work for most people. It's not a failure, it does its job, but the way it does its job doesn't identify with the way most people are accustomed to the job being done. Don't get me wrong, I consider MM to be the best game ever made by a very large margin, but I can understand why it's not recognized for how good it is, and it has to do with it's incredibly secretive themeing strategies.
Honestly, yes. I do believe that Zelda is as big as it is today because it didn't try to put a heavy emphasis on creating an epic story. In fact, in an interview with the developers of OOT, they specifically say that OOT never sought out to tell an epic story, but rather its epic story was a byproduct of development.And really, do you think Zelda's fanbase would be as big as it is if there wasn't a heavy emphasis on story? Do you think people would be content with going through temple after temple, using the same weapons over and over again, seeing the same bosses over and over again, etc without a story? To you think people would remain as interested in Zelda's repetitive gameplay formula without a fresh story to hold it down? I never said story was an immediate anchor, but immediacy does not imply superiority. Story may not be the first thing that attracts a player, but I'd argue that it's what keeps the player playing.
This would be better than the Wii version...
How did you guess? lol Why don't you find him entertaining? I find that so much of his criticism has a lot of backing to them. Even though he does add some nitpicky humor, his main points are valid....and I find this the case with all the games he reviews and not just SS.I assume he says SS is the worst game of all time or something similar though.
I used to be a big fan. I guess it just got old to me , really. and while he does bring up valid points a lot of the time it just feels like he just says the contrary to what the majority of people feel just for more exposure and controversy...well and humor I guess. It's hard to make something positive truly funny.
How did you guess? lol Why don't you find him entertaining? I find that so much of his criticism has a lot of backing to them. Even though he does add some nitpicky humor, his main points are valid....and I find this the case with all the games he reviews and not just SS.
this is untrue, the sensor bar is used for calibration. and for some aiming/cursor calibration as wellDistance to the TV doesn't matter for SS since it uses Wiimotion plus. Wiimotion plus doesn't use the sensor bar at all. Rather, it sets whatever position you had it in when calibrating as the center and moves the cursor in relation to that point, which is why you have to recenter after doing some serious wagging.
But yeah, make sure you set it on a truly flat surface when calibrating.