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Visceral creative director: Industry's problem is lack of effective storytelling

Posted Jan 29, 2011 at 11:29PM EST by Mabie A.

Listed in: PS3, Xbox 360, PC Gaming Tags: Visceral Games, wright bagwell
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1. Visceral creative director: Industry's problem is lack of effective storytelling
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If there's one thing that's wrong with the gaming industry, it would be that there's not enough effective storytelling going on around. This was the opinion of Visceral Games' creative director, Wright Bagwell.


 

This was what he disclosed over on MTV for their Q&A. He furthered that the challenge for designers now is to perfect the art of game storytelling, without letting themselves get sucked into the whole "Hollywood" thing.

 

 

dpsace

 

 

Expounding on those, he said, "There's no question that game designers need to become more effective storytellers, and that doesn't mean we need more cutscenes in our games."

 




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-1 # RE: Visceral creative director: Industry's problem is lack of effective storytellingMabie A. 2011-01-30 02:55
i do agree with him. too much cutscenes ruin the game for me. i know a couple of big games that got knocked down a peg or two because of cutscenes overload. you got any on your list?

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# RE: RE: Visceral creative director: Industry's problem is lack of effective storytellingnehebkau 2011-02-01 04:51
I don't mind cutscenes, if they're good. And I don't care much about cutscenes in in-game graphics. Either the game should let me control my character OR make a cutscenes that look a lot better.

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# TypoblinxRED 2011-01-30 03:04
In page 2 of 3. Forumlas, should be Formulas.

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-3 # RE: TypoTechni 2011-01-30 06:25
They dont read these... Otherwise they'd have stopped the following due to all the complaints:
-multi-paged articles
-forcing the editors to make garbage replies to every article they submit
-bring back the mobile version of the site
-Remove everything from "HOT GAMING NEWS TOPICS" and below
-etc...

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# ...SeRosiS 2011-01-30 10:33
Page 2 of 3

Quote:
"For years, game designers have looked to Hollywod and tried to copy the forumlas that filmmakers use for storytelling. That can work to some degree, but it's imperative that we game designers perfect the craft of storytelling within games, while keeping players in control."

What should the designers do, then? His tip: keep it simple. "A good designer needs to be able to distinguish between depth and complication in both gameplay and story telling."

Furthermore, "You want people to start having fun the moment they begin playing your game, so it's important to not overwhelm people with complicated tutorials or complicated, irrelevant backstory."

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# ...SeRosiS 2011-01-30 10:34
Page 3 of 3

Quote:
He also shared his thoughts on what he believed was the most important thing that happened to the industry in the past decade. His answer: online play.

So where does he see gaming in five years' time? "I hope to see designers and artists on focus on the quality, not quantity of ideas that games are constructed from.

The complexity of modern games is a big turnoff for people who are new to gaming, and we need to not intimidate people who pick up the controllers for the first time."


Source: http://multiplayerblog.mtv.com/2011/01/28/dead-space-2-creative-director-went-from-neuroscience-to-necromorphs-developer-pop-quiz-20/

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# RE: Visceral creative director: Industry's problem is lack of effective storytellingUltimaXX 2011-01-30 14:03
Huh. That's weird. Metal Gear Solid consistantly wins top place in "the best PSX game ever"-type competitions, so it must have been getting something right.

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