Storytelling Through Gameplay – The Bit



Episode 419 of my daily vlog My Twitter: Outro song:

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Comment (36)

  1. Once again very fun! Some good analysis and examples. I like the discussion of rule of threes.

    Some small critiques: It was good of you to spoiler-warning Shovel Knight, but it may have been good to highlight the spoilers for other games, especially Sons: A Tale of 3 Brothers, at the beginning, maybe doing them all at once. Someone 8 feet away from their TV's pause button could still end up hearing that key word after your warning. I also think you might have lost sight of the point when talking about style meters, and MGS' control schemes – your prior examples were a bit more on-point.

    A very lesser-known example of storytelling through gameplay comes from the indie game Ninja Pizza Girl – it spends a lot of story missions just building up your routine, being a very Sonic-like platformer with a constant flow to it. This flow eventually gets interrupted as the game shifts towards its target topic – bullying. The protagonist gets wrapped up in proving herself to a bunch of cool kids (who are not very cool), and it's around then the pace of levels suffers from the constant placement of bully-ninjas either stopping you or taking time to dodge. It's frustrating and it wears on you, even though it doesn't stop you – exactly how bullies often do feel.

  2. When you mentionned the Two Brothers gameplay, it strangely reminded me of Bugs Bunny and Taz Time Busters. In that game you also control two characters with each analog stick, and each one needs the other to perform certain moves and abilities.

    I'm not saying it's as deep, Bugs never dies in the game (Except in Transylvania because I suck at video games), but it does push the fact one cannot progress without the other, despite being enemies forced to be allies. There is also no friendly fire, so you can kill one with the other, pushing that even more.

    It also shows when you leave Taz idle next to Bugs: He will attack and try to eat him in his idle animation. I dunno, might be looking too deep but it just brought me back to that game. ^^ Great video as alaays! You come up with awesome ideas for your topics ^^

  3. The video was alright and all, although I feel like some of the later examples were stretching out the concept a little bit too much, however your Brothers A Tale of Two Sons segment was wholly unoriginal. Quite practically a less nuanced reframing of SolePorpoise's video on Ludonarrative Dissonance/Harmony.

  4. Final Fantasy 4 does this with Cecil. Once he renounces his dark edgyness he becomes a Paladin with an all new skill set. This plot development screwed my playthrough due to not having anything paladin related at the time. But at least he became a better person through the power of friendship. A smaller take would be the Mass Effect series. At the end of Mass Effect 3 you find out that an old man is telling Shepard's story to a child as a legend. With legends details can always vary so in a sense every player's Shepard can be validated no matter what story choices you may have done. Your gameplay choices make the end story.

  5. You better include god of war in this video. Remember when you have quickly press o to take daughter away from him and when you press o on his family not to kill them but to give them health.
    -god of war ghost of olympius
    -god of war 1

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