What makes a good game? (Part 1)
Storyline
Almost every game out there has a storyline. The quality, believability, and implementation of the storyline is vital to a game's overall quality. Game studios hire on people exclusively to write the storyline for their games. Usually though, the storyline is what comes first and the game gets designed around that. Being the cornerstone of the game necessitates that the storyline be of good quality to begin with.
What makes a good storyline? That's highly debatable. To me, a good storyline is one that draws on other good storylines for influence. Don't misunderstand me here. I don't want cookie cutter stories that are straight up copies of others. It's possible for writers to draw on other great stories for influence and still have their own unique story. One example of this is Star Wars. George Lucas' story draws on many ancient myths and legends for content. But his story is his own and isn't a rip off of any other. The reason myths and legends last is because they are good stories. In the video game industry, one of the most successful games out there does just this. Bungie studios drew heavily on other science fiction stories and mythology for the Halo storyline. The biggest draw of Halo 3, the most successful game release in history, was not the new action scenes or features, but the storyline. People wanted to know how it all ended. Halo 3 is the perfect example of how storyline can carry a game, even a first-person shooter.
Another key quality of a good storyline is that it draws the player into it and makes you feel as if you're part of the storyline. With role playing games, this is vital. When other genre games are able to do this, it's usually a highly successful story. A game that did this well was BioWare's Star Wars, Knights of the Old Republic game. While the game had its issues with technology, the story was almost flawless. The player was drawn into the story and actually cared what happened to the characters. The more characters are developed, the more players know them and actually care about what happens to them.
What makes a bad storyline? There are too many ways to list, but I'll try. Not including a background to the story is probably the biggest mistake game studios make. Even if your game is a sequel, you need to bring your audience up to speed about what's going on. Rainbow Six Vegas 2 made this mistake. The player was thrown into the game with absolutely no background given. The worst mistake that can be made, besides not including a background, is relegating that background story to the game manual included with the disc. No one reads those. Another way to make a bad story is to not close out the plot of the main story arc. Players don't like cliffhangers or plot holes unless the sequel has already been promised.
Basically, what makes a storyline good or bad is the same is the same as that for movies. With video games though, it seems storyline has taken a back seat most of the time whereas in the film industry storyline is usually foremost on the producers mind.
The Influence of Literature and Myth in Videogames
Labels: Gaming, Halo 3, Rainbow Six Vegas 2, Star Wars Knights of the Old Republic










