
Thu Dec 05, 2013 6:46 pm
I know JSH wants comments on Chapter 2, and not a reminder that I have or haven't actually played the game, so I have to apologize for being one of the offenders in this regard. I'm kind of in the same camp with the Wobbler in that I would love to play the game more seriously when it's finished, but am hesitant to return to it now if the story is as good as everyone is claiming. The problem with me is that I forget things very quickly, and if I have to play two chapters now and two next year, I won't remember much about the two I've played now. The flip-side of that is that I would like to give JSH some feedback on the game and I feel badly for not checking it out since the Heart of the OHR version. Maybe I can do a full review of it when it's finished next year.
What I did want to touch on is the intro discussion and the Lyte Snap discussion.
A guy at work and I were just talking about this matter of flashy intros to hook a reader (we were talking about books, not games), and the idea that it serves to mask an author's insecurity about his story. Specifically we were referring to the idea of playing an exciting scene in the future to get the reader's (or movie viewer's or game player's) attention and then telling the story that leads to that moment--a sign that the writer may not believe in his ability to hook a reader otherwise. We were talking about how stories that use that gimmick may not have the legs to stand on should they begin with the actual beginning. All of this would be in the author's mind, of course. The story could be great anyway. Feeding off of Giz's example, Star Wars was a great story, even if it did start with a slow tale about a moisture farmer and two droids. (It actually starts in space, but in regard to the main character, you get the idea.) But a flash-forward or epic flashback might be a sign that the author doesn't believe in his skill as an interesting story-starter, or, in some cases, an interesting storyteller.
This brings to mind another similar issue I've read about in some book or article about fiction (couldn't tell you which one). A similar fiction sin is to open a story with a balls-out action sequence, or something else similarly spectacular, and then following with a story that can never again reach that level of excitement. It's setting the reader up on a false trail, and while excitement may be swimming for a while, eventually the reader/viewer/player will figure out that the excitement is over, and then his or her interest will be lost. I think one of the advantages of starting a game out in a small village where nothing happens (and nothing major is talked about, except for rumors that the old homeless guy in the north is actually an adventurer who wandered in with amnesia, but who cares about him?) is that you can't go backwards from there. This is as boring as it will ever get. You have room to build on tension and excitement. As James will attest since he's read both versions, I've actually had to move the opening chapter of one of my manuscripts to the end (as a flashback) because it was the most action-packed part of the book, and it set up a false hook for the slower-paced nature of the remaining chapters, and the story is much better now for the move.
It may be too late for Motrya, but it's not too late for others who are still building new games to consider delaying the heavy flashbacks (or flash-forwards) if it's the most exciting part of the story. It's not wrong to have them, but it may be evidence that the rest of the story is slow or unexciting. Now, I don't think Motrya has a problem with being uninteresting. It has its fans for a reason. And JSH is a strong storyteller. But I agree that the game can be more interesting if it begins at its expected pace.
In regard to Lyte Snap, I don't have a problem with it. I'm one of the guilty party who has spent far more time on that than he has the rest of the game. Why? It's fun. Why would I turn down fun?
My philosophy on adventure games is this: Make it worth exploring. To me, giving me a cultural thing to immerse myself in is a good thing. It adds character to the game; it allows me to understand the characters and their world a little better; and it stops me from racing through an environment that the designers had spent a lot of time perfecting. The fact that you play it at the beginning of the game is a smart move. It actually stops the player from getting so distracted that he forgets the story--the story hasn't actually begun yet, so nothing is lost. Do I think it would've been nicer to spread it out a little? give minor characters throughout the chapters to pass a card along? Of course. It does get old quickly having to play the entire Lyte Snap experience before the final exam begins. But I don't think the game is worse for doing what it does. I'm glad we can play Lyte Snap in context of the game. Thank you, JSH, for thinking of me, the player, and considering that I might actually want to experience this world and not just simply race through it.
If I have anything to add to this conversation given my lack of time with the game, it's this: Don't just give us Lyte Snap; give us culture, recipes, local songs, whatever keeps us grounded in your world a little longer. You've already got the story in mind and the fans in place. Milk it for all its worth.
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