Do you need a "complete" experience?
Better to have and not need than to need and not have.
I prefer to play in a world that is complete to the point that it's flexible for player needs while providing plenty of fodder for a variety of characters to develop in.
I think CoH hits the mark pretty well.
I need enough for it to matter but I don't need much.
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
No. I need them to look good, be fun and lack annoyance.
Be well, people of CoH.
There's a balance here for me.
I know people that hate loose threads in a movie or book, but I like openings that encourage people to fill in things with their imagination. With the original Star Wars trilogy, you knew that there was a story to what caused Darth Vader's slide to the dark side, but you didn't know the details. Imagining what could cause that path to be taken... working off what scraps you had... that contributed to my interest in the movie. Getting the actual answer so many years later... well, there was no way that story was gonna match the one that I'd built up over the years...
I KNOW people that want it all spelled out- the how's, why's-- EVERYTHING. They need to be omniscient.
I don't...
...but I like enough hints dropped to give my imagination a framework to build on.
So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?
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I can't RP my characters or build convincing backgrounds for them if the game doesn't have good, solid lore and information. And if I can't play my characters as people, I'm not interested in playing.
One of the best things about the recently-F2P-hairy-footed-midget-MMO was all the awesome little easter eggs of lore and places to find and explore that were placed in the world and quests. They weren't necessary and rarely impacted the main story and were easy to avoid, but going looking for them was extremely rewarding to me personally.
But, if the gameplay isn't engaging and fun and the story isn't interesting, then it's just a sandbox, and probably won't hold my attention for too long. I can't figure out a way to disguise Vanguard SoH's name so I'll just drop it here and hope the mods don't smack me :P
I usually like some of the background left in the dark. Explaining everything just kills some of the mystery and usually feels forced--the one that immediately jumps to mind for me here is Bioshock, where the recordings you could find sort of drifted back and forth between 'interesting' and 'why do all these people have their personal memoirs scattered across bathrooms, hallways, and ballrooms?' You almost never get the full story in reality, especially not in the thick of events, so it just feels contrived when it neatly lays itself out for me in a game.
There's a fine line between giving just enough information to let the player's imagination run with things and giving them enough information to ruin the mystery, though, and I suspect it varies widely from person to person.
Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.
So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?
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However, what it does for me is that it provides an immersive semblance of depth and realism. That is, real life is filled with reminders that there is more detail just around the corner to everything. While playing games intellectually I know that there is a finite amount of content, but if there is 'enough' detail on the surface I will develop an impression of there being so much out there that becomes immersive. And no, I do not know what 'enough' is but I know when it isn't. When I encounter a situation like your example, I try to make sure there isn't some key element I'll need for later encounters, but otherwise skip fully absorbing the information. I try to keep the sense of 'more' without getting weighted in the detail.
What is bad, though, is that I can become one of those that has to complete every aspect - every mission, every badge, every item/loot that I can.
KotOR or Mass Effect are good examples, they feel vast and immersive, and I ran through them more than once happily. But, as soon as I started playing them from a completist's perspective - did I get every mission on this planet?, I need to mine more of this material, I haven't gotten radio message X yet, Did I talk to every contact?... bam! immersion lost and my interest in the games waned.
A constant effort on my part to resist this tendancy is the driving reason for why I continue to play CoH, but it required uninstalling mids, avoid heavy badging, etc.
I often find myself getting bored of gameplay in most games, and end up spending more time fiddling around with the background stuff. Especially exploring maps. For example, one of the things I'm most excited about in I19 is new exploration badges for hazard zones. I can't wait to search around for them and get new little bits of backstory. (And have my fingers crossed for the Shadow Shard being included.)
It's just a matter of taste, though. Different people prefer different things in games. Having a sufficiently deep background for which delving into is optional seems to be the best way to go for the largest number of players.
Proud member of Everyday Heroes (Infinity Heroes), Dream Stalkers (Infinity Villains), Devil Never Cry (Freedom Heroes), Enclave of EVIL (Pinnacle Villains), Phobia (Infinity Villains), Les Enfant Terribles (Freedom Villains), Gravy Train (Virtue Heroes), and more!
Full, detailed character list
Trust me...
Part of the allure for people is WANTING to know all those extra little pointless details, backstory, what's next, etc. They actively (and passively) spend time exploring what it might be in the only way possible. By imagining it. This is both an emotional and intellectual investment.
If you just GIVE it all to them, sure, they appreciate the depth you've provided. But they lose some of that attachment, because they haven't made the emotional and intellectual investment.
'Immersive' to me is a relatively thin band that exists between 'Uh, what?' and 'TMI'.
Not enough background, atmosphere, and in-game reveal information and the game simply becomes a puzzle game. Which isn't bad if that's what I'm in the mood to play, except that in that case I'd rather play something that is presented right from the get-go as a puzzle game. For RPGs, I want more.
Too much trivia, too often, and stuff that forces me into a cutscene that I can't skip, that's going into overload territory. Yes, allow me to find out about the NPCs/secondary characters if I'm interested, but don't forcefeed me info about their second cousin's third birthday party. If I don't care, I don't care.
So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?
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At length, I enjoy immersive "lore" since no matter how elegantly designed a game's mechanics, how eye-catching its artwork, or how well constructed its virtual setting, there will always be a point at which its immediate hold on my attention will flag or break. When this occurs in a solo game, say, a bog-standard first-person shooter, it's typically a sign that quitting time has rolled around. In an MMO, it's an opportunity to take in a view of the forest (or study the minutia of bark patterns) before getting back to hacking at the trees.
The issues of depth and completeness are separate, though. Across the spectrum there are some players who delight in trivia or need an explanation for everything and others who are satisfied with broad strokes or content to leave mysteries alone.
I know people that hate loose threads in a movie or book, but I like openings that encourage people to fill in things with their imagination. With the original Star Wars trilogy, you knew that there was a story to what caused Darth Vader's slide to the dark side, but you didn't know the details. Imagining what could cause that path to be taken... working off what scraps you had... that contributed to my interest in the movie. Getting the actual answer so many years later... well, there was no way that story was gonna match the one that I'd built up over the years...
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To go back to games, I think one of my favourite storytelling examples is actually the Half-Life games, specifically the original, though Half-Life 2 and its Episodes do a good job, too. In those games, you were basically given events as they happen and no real explanation, other than the musings of badly uninformed scientists and, in the sequel, intentionally-cryptic retorts from characters who clearly know more than they let on. The entire storyline has always kept me guessing exactly because it doesn't bog me down with tons and tons of trivia and instead keeps the action going with only hints at an underlying truth.
In a sense, I like it when things are suggested, rather than explained, at least provided there are enough suggestions for the simpleton that is me to put it together.
City of Heroes... Isn't very good about this. By its very nature as an open-world sandbox (I keep waiting to find a linear MMO), it kind of has to build an environment out of trivia and let players explore it. But unlike so many MMOs, it actually does have a variety of very involved storylines, and these are often OVERLOADED with trivia. The new Tip missions are a prime example - you keep heading out to do one thing, but you keep discovering information on other things that never have anything to do with the mission at hand. City of Heroes' narrative seems to be attempting to build one large, intertwined picture where all storylines have to be perceived as part of the same whole and be examined as such.
This... Actually encumbers me. I'm not a stupid guy (I think), but when I start having to follow five storylines cross-referencing simultaneously and try to figure out what happens before what, my brain begins to shut down and I lose track of where I was in my current arc. The Rikti storyline is horrible for this. There is so much happening with those guys, and in such an anachronistic way, that I can never put it together, especially since some stories seem to contradict each other. The War Zone arc itself is consistent... But not self-contained. It relies on Division: Line to provide background on the Rikti factions, and Division: Line is a 40-45 arc, which villains don't even get to do. You're just told "Oh, there are these factions. Here, read this!"
I think the worst offender in this regard is actually Mass Effect 2, and for one simple reason: As soon as I loaded in my Mass Effect 1 save game, my Codex received an infodump of MASSIVE proportions, essentially everything I'd gotten in it from the original. That was something like 50 articles, many of them dealing with things I couldn't possibly care about, like what life on the planet of the little guys in space suits was, or what the culture of the jellyfish people was. I tend to try and keep informed of in-game trivia when it's not overwhelming, but this I was NOT going to read, especially since so little of it had voice-over narration. It was like the game handed me a history book and saddled me with homework before I could play it.
To conclude, however, I'm usually much more interested in knowing what I actually achieved at the end of the game than I am about the world within which I achieved it. And that's not the "Achievement unlocked: You have no life!" kind, but basically what did this story accomplish. "Bad guy dead, world saved, you got laid!" is an accomplishment. "You completed the last level!" is not.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Part of the allure for people is WANTING to know all those extra little pointless details, backstory, what's next, etc. They actively (and passively) spend time exploring what it might be in the only way possible. By imagining it. This is both an emotional and intellectual investment.
If you just GIVE it all to them, sure, they appreciate the depth you've provided. But they lose some of that attachment, because they haven't made the emotional and intellectual investment. |
To each their own, though. I know I've spent enough time concocting my own unnecessarily-elaborate fictional sciences, like the science behind magic one, so I'm just as guilty... Then again, if it moves the plot forward and explains why things are happening, is it really trivia?
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I know who put the Bomp in the Bomp-a-Bomp-a-Bomp. It was Posi. However, I heard they're nerfing the Bomp in issue 19.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
I like some mystery - and Praetoria is a great example of a detailed story that still leaves lots of unanswered questions for people to specualte on.
@Golden Girl
City of Heroes comics and artwork
I suppose my answer is 'it depends'.
If I'm playing something like Left For Dead, I don't need a deep inner meaning for why the other characters are shooting zombies. But in a game where I'm creating a character, i.e. a fictional person, then I want the other characters in the game to be people, too.
To clarify, if something is well-written, you get the feeling that the characters you encounter existed before you met them, and will go on with their lives after you move on. I don't need to know every single solitary thing about them, but they need to feel *real* So the level of detail that I need is whatever is required to create that feeling of realism.
"Home is where, when you have to go there, they have to let you in."
If I'm playing something like Left For Dead, I don't need a deep inner meaning for why the other characters are shooting zombies. But in a game where I'm creating a character, i.e. a fictional person, then I want the other characters in the game to be people, too.
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The guy in the boat, the village of people who held out for the longest time, the military right at the end - all of these suggest a much more expansive storyline in what can be a very detailed alternate reality world where zombies took over, and many have done amazing plot analyses on what little info there is. Naturally, I don't really care about most of them, but the fact that people bothered means that there are hooks in the game's narrative to suggest that.
To me, few things ruin the experience more than outright exposition or blatant background information. Whenever a character sits down to explain the plot to me, I scowl. Whenever I find an expansive recording of information that I don't expressly need to know, I grumble, especially if it's not easy to tell it apart from information I DO need to know. To me, these are the times when the game pauses itself and slaps me with supplementary reading.
Doom III was HIDEOUS about this, actually. The entire game's plot consists of "Demons! Portal to hell! PDA recordings!" There's a fine line when flavour text about how some person was chatting up another person on his off time turns into a cheap cop-out of replacing an actual story with background trivia. Considering Doom III is a ripoff of Half-Life which is a ripoff of Doom, one has to wonder why id failed so hard where Valve succeeded so marvellously.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?
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So, yes. The more background fluff the better, you can always skip it if you want to. Well done background and lore is more important for my immersion than fancy graphics. Though, of course, I'm not against fancy graphics and a game has to be fun in the first place. A crap game with great lore is just that, a crap game with great lore.
@True Metal
Co-leader of Callous Crew SG. Based on Union server.
@Golden Girl
City of Heroes comics and artwork
Yes, Sam, I do require it. The lore of this game is a good part of why I enjoy it. I say this because I come from a tabletop RP background. I was bored to tears if the only thing the DM had to offer was hack 'n slash.
This is actually a fairly simple question (the title itself, really), but I'm sure I can find a way to make it complicated. Skip down to the bottom if you don't want me to.
Recently, I've started becoming aware of something that is capable of ruining a good movie or game for me, and that's too much information, though not in the way you think. Here I'll be, happily running around in a game - say Arkham Asylum - and then suddenly I find a recording of the psychiatric evaluation of a tertiary character I barely remembered having seen. And as I'm listening to this, I catch myself repeating "I don't care about this. At all." over an over in my head. I've been doing this a lot in recent weeks, or at least have been catching myself doing it.
Here's the thing - some developers believe that the only way to make a good, immersive game is to provide a "complete" experience, which is to say lots of background and trivia on everything you can think of, as well as quite a few things you couldn't. How does this weapon work? Why is that character crazy? Where in the world is City of Heroes? Who put the Bomp in the Bomp-a-Bomp-a-Bomp? That sort of thing. And I know a lot of people enjoy having that in their games. I know a lot of people enjoy searching every last nook and cranny for more information on the game world, and in so doing feel more... Part of it, I surmise. In fact, I was out-and-out told, right here on these forums, that a particular poster was far more interested in just existing in a detailed, expansive world than he was actually following a plotline that could at all be defined as "interesting."
I, on the other hand, tend to have the opposite reaction to this. Scavenger hunts bore me to tears, and indeed have made me rage-quit out of games for lack of patience to deal with that (when a sufficient guide is not available), and too much background information diminishes my interest in a given game, movie or general story FAST. It probably speaks poorly of me as a person, but I would rather get down to the action, be that beating stuff up or progressing through the storyline, than I am in sitting down with the village bard to hear tales of people I couldn't possibly care about in a time so far away that it has no bearing on the plot whatsoever.
So here is my question to you, and those of you who skipped to the end, start reading now: Do you need your games to provide a "complete" experience with trivia, background, secrets and lore, or are you more interested in playing a fun game and following an engaging, but not necessarily plot-heavy story?