Jonathan Blow: Conflicts in Game Design 2008 talk

78K views · 15 years ago · talk · intermediate · evergreen

Jonathan Blow's 2008 talk on conflicts in game design, focusing on how a game's story and its gameplay work against each other. He argues that even acclaimed games such as Grand Theft Auto and Half-Life align them poorly.

HN sends people here for the deepest treatment of story versus gameplay, long but worth it for anyone interested in the problem.

“It's long, but if this is a subject that interests you, then it's absolutely worth giving a look”

3 comments from Hacker News

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@dottrap2015 · in “Lara Croft Has Company: More Female Heroes Appear in Big-Budget Games”
Agreed, but it also kind of assumes stories are actually important and integral to the video game. Most stories in the current dominant video games follow the John Carmack mantra of "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." To go deeper into the problems of story telling in games, see Jonathan Blow's Conflicts in Game Design Talk. ▶ this video But as for actual story telling games with female protagonists, go back to King's Quest IV: The Perils of Rosella. Designer Roberta Williams said a lot of interesting things about it, like how it was more uncomfortable designing deaths for her, and how she was worried there would be a fan backlash to playing a female character (but never happened). Hell, since I mentioned both Jonathan Blow and King's Quest, somebody just did a big ass Sierra retrospective applying Blow's talk to Sierra games, examining both why Sierra was able to successfully do story telling games for 20 years and how they differ from modern adventure games. Highly recommended. link
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@unalone2013 · in “Donating my Xbox”
Well, Bungie has some good writers, but the very concept of the game they created is inherently xenophobic. You're pitted against an Other who exists only for you to kill. Eventually, you are allowed to see that this Other is more complex than that, and therefore maybe not worth killing unnecessarily, but now you have a new Other to mindlessly kill, and there's not a whole lot of awareness that there's an irony to the change. The story of a game is told through gameplay, not through cut scenes in between. The gameplay of Halo is, "kill these things". Not much more complicated than that. The writing can self-pity itself as much as it would like, but the fact remains that Bungie created a game in which there is only one possible course of action, and that is to kill. That multiplayer is such an aggressive shitpile, legendarily so in Halo's case, only goes to show that beneath the facade of "story" in Halo, there is pretty much just "shoot things and feel like a badass for doing so, or else get pissed off that somebody is better at shooting you than you are for them." Jonathan Blow, who's a brilliant game developer in his own right, gave a lecture in 2008 about exactly this sort of dissonance between storytelling and gameplay. He does a great job pointing out that even the best titles in gaming, like Grand Theft Auto and Half-Life, do a poor job of aligning in-game story with the actual play. It's long, but if this is a subject that interests you, then it's absolutely worth giving a look: ▶ this video (Whilst studying this subject for my undergraduate thesis, I also took notes on this whole lecture, so if you're feeling lazy I could upload them for you; let me know if you'd like that!)
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@emiljbs2013 · in “Jonathan Blow - Conflicts in Game Design”
Submitted the video to Hacker News.
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