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Why I do like stories in games

I am completing this week the fall edition of The Narrative Department, by Susan ‘O Connor. Each Wednesday we have a writing prompt from her. I want to share with you the result of yesterday’s writing prompt.

Prompt

Write about why you like stories in games! You can talk generally, talk about a specific game, talk about what you like about writing, etc. Think of it like talking with a friend who shares your enthusiasm.

Text

I like stories because they make me connect with the activity that I am doing while playing. Every game, also Tetris, tells a story to me. But when I see a written story I can appreciate the dedication of human beings behind that craft. I appreciate that because I admire other human beings like me at the end.  I believe that these abilities are Gifts so that make me connect more with God and all creation.

When I see a bad story or a story badly delivered, somehow I am happy that the story is still there. For example, in the mobile games that I play often I skip dialogues entirely and I feel that I lose part of the story somehow. That feeling can be a little frustrating, too. I do it anyway, but with the sensation that something is missing from my experience. Which tells me that the story is still important to me.

I am playing Horizon Forbidden West now. At the start I followed all the branches in dialogues with NPCs, now I want to complete the game so that I am skipping most of the optional dialogues. I have to say that part could be improved a lot, because the dialogues do not add too much to the experience. I like more when a dialogue has a meaning and delivers me something apart from just more context. Often it is better to deliver a story with less words, to me. Also if I imagine that there is a type of Player who likes to read everything and hear a lot. I respect that, but still I think that there is a margin of improvement. 

I like when the game is delivering you a story, because oftentimes you are not interacting with the game during the delivery itself. In dialogues, cutscenes and so on. It’s a way to distress my brain, and I like to have that moment of breath. A game to be memorable should offer many levels of intensity at any moment. 

I remember in The Last of Us the feelings that I had moment to moment. Appreciating all that work was great, made me love even more video games. Made me feel more engaged with the team that made that game.

Published inNarrative

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