A Narrative Designer Examines Revenge/Forgiveness Narratives

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  • เผยแพร่เมื่อ 19 พ.ย. 2024

ความคิดเห็น • 5

  • @AGD_AwkwardGameDev
    @AGD_AwkwardGameDev 8 หลายเดือนก่อน +3

    Good shit

  • @tyrannapusandfriends6254
    @tyrannapusandfriends6254 8 หลายเดือนก่อน +3

    Another hit zerotohero banger video

    • @ZerotoHeroProductions
      @ZerotoHeroProductions  8 หลายเดือนก่อน

      You are too kind my guy! I had a blast with this one!

  • @yash_kapoor
    @yash_kapoor 8 หลายเดือนก่อน +2

    Great video!
    Narratives are hard, especially in games because you have to factor in a person actually interacting and effecting the story. It’s really effective in something like Nier, for example.
    Part One’s narrative is effective (if it works on someone) because you as Joel start to bond over time with Ellie, until the ending where you/Joel have to essentially doom the world, forgo your mission, to save Ellie. The ending is a giant slap in the face where you’re left wondering “Oh shit wait did I do the right thing? Was I the bad guy?”
    Part 2 starts off with this way on the flip side, where instead of seeing the true inciting incident we’re having to put the pieces together, to understand more about our player characters and why they are doing the things that they do, even if we are led to believe we did. It’s a different approach to Part One, and it’s why it took me a minute to understand it. The player is more of a puppeteer following along rather than actively engaging.
    Player choice matters way more than most people realize, both in its inclusion and absence. With narratives like TloUP2 and Sifu, both their approaches are valid imo, but both heavily rely on the player “getting it”.

    • @ZerotoHeroProductions
      @ZerotoHeroProductions  8 หลายเดือนก่อน +4

      Thanks fam! This one was a blast! Glad you liked it!
      Absolutely! For all the shit I give TLOU1, it is definitely a game that greatly benefits from a lack of choice. There’s no reason to give the player the choice when the point is to have a scene where we agree with Joel, but we are supposed to feel like how Ellie feels; unsure of if what Joel did was the right thing.
      It’s the moment you start introducing more active concepts and themes to a game, such as forgiveness, that you have to consider giving the player more agency. A player receiving consequences for their actions can sometimes have them remember the message you are trying to convey through the story better because it was their choice to do so. However, it’s no garuntee cuz sometimes there’s too little of a difference in the outcomes of the choices and then you may as well have just not given the player a choice