Tired of Adventure Game’s old Themes?
Have you noticed that the new adventure game developers use the same themes over and over again for their games? I don’t know about you, but I’m pretty bored by games themes dealing with: conspiracies, Atlantis (or other mystic ancient civilization), templar and aliens (and in many cases, all put together in one senseless story).
Don’t get me wrong, I have played and enjoyed new games with stories on those same lines, but I would really like to have the variety of games in the past. Like Sierra or Lucas Arts Games, and many others that had their own very original very interesting storylines. Some great storylines that I remember are: -guy trapped in a mental asylum with no memory of why he is there -pirate wannabe trying to be a pirate and meet the love of her life -renegade biker trying to clear his name -dog and rabbit detectives trying to solve a circus crime -man gets trapped in a book in a fantastic world that he wrote himself -man destined to be a shadow hunter turns into werewolf and finds a forgotten Wagner Opera. -newlywed couple lives in a house with a dark past that turns the husband into an evil murderer -Girl travels between two parallel worlds of science and magic and discovers her true destiny -A boy in a robe gets vanished from its tribe and when they are turned into swans he is the only one who can save them. And so on… I really miss original stories… |
I agree with your general point, but a lot of the examples of "very original very interesting" stories aren't that original either. The amnesia/asylum storyline is an old favorite. The newlywed couple story is just The Amityville Horror or The Shining. The girl travelling between worlds owes a lot to Lewis, Pullman, and Gaiman. And so on...
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There is no "old" theme. There is bad story, bad gameplay, etc.
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I read somewhere there were actually only 51 story plots, with a multitude of variants. Seems like too few, but they could be compressed down to that number. Might be fun naming them.
My submission: Mixup - our hero is set to marry but mistakes someone else for his bride. (I suppose this culd be a subset of "Marriage Gone Wrong") Transformation - a spell /a potion/a machine transforms our hero into a dog/a shrinking man/a cockroach For some reason a lot of Shakespeare's plays come to mind. He must have covered quite a few. |
I'm not really sure I care about originality so much as I do about variety.
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I agree that fresh stories are harder to come by. Its a byproduct of the corporate culture pervading mainstream gaming. They have to go with whats worked and if you're lucky, they'll put a twist on it.
Maybe try more indie games? Go to the Underground section of this website and try some of the games there. You'll definitely find some original stories there. :D |
It's not about the ingredients. It's how they are put together.
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But to stay on topic: I don't care about 'old' stories, as long as the story is told in an interesting and compelling way. I think the way the story is told is more important than the story itself. |
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I heard that What Linus Bruckman Sees When His Eyes Are Closed has a pretty unique story premise. In fact, I heard it had two of them.
*runs away into the shadows* |
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The plot of The Longest Journey is straight from Michael Ende's novel The Neverending Story. Many would prefer to gloss over this because The Longest Journey was a good adventure game. This is sweeping things under the carpet.
Authors frequently copy plots of other authors. That's their choice. It would still be courteous to at least give a nod to their source of inspiration (let's say), especially if they're consistently congratulated on the supposed originality of their work. |
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;) ...but i can't say that there are few unoriginal stories. |
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To each their own interpretation... Still, I encourage any admirer of TLJ to read The Neverending Story, whether they care about the similarities or not. It's a magnificent book and delves deeper into the themes than TLJ. There's no Buffytalk either.
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Here is a site that has all 36 of Georges Polti's dramatic situations that were discussed earlier in this thread. Back in 1868, he stated that every tale fits into one of these dramatic situations. So HERE THEY ARE, laid out in detail. It is quite interesting if you can wade through it all.
Think of a movie or an adventure game plot and I bet you can fit it into one of these categories. Cheers, Stain |
There are numerous similarities, but the major ones that come to mind right now include:
The title. The Neverending Story. The Longest Journey. They couldn't call it neverending, so they called it really long instead, and a journey rather than story (it is a quest game). The twin worlds of Fantasia/Arcadia and harsh reality or science (called Stark in TLJ). What's happening to them and why. The big nothing or chaos (this really nails it for me) eating up the world of imagination. The troubled father-child relationship. Dragons. The stories-within-stories theme. It's the whole premise, not just the twin-worlds setting. But I'm okay with anyone disagreeing with me on this, so I won't press the point further. I would have no problem with any of this except that TLJ seems to have nothing to add on the subject. Taking a brilliant concept (and this applies to the topic in general) in order to develop it that much further would be perfectly fine (standing on the shoulders of giants as they say), but just taking the concept and doing less with it than the original, well, strikes me as pointless. It's as if Mr Tørnquist wanted to tell a story that had already been told and couldn't escape the original's orbit. (In case there is any doubt, I enjoy many aspects of TLJ.) Simo Sakari Aaltonen ([email protected]) www.adventurecompanion.com |
I'm not a big fan of The Neverending Story (I loved Momo and Jim Knopf as a kid, but always found TNS to be a bit forced, as if the author wasn't quite able to believe in his creation), so I have a hard time seeing it as a dazzlingly original masterpiece.
It occurs to me that the original "two worlds" story is of course Lewis Caroll's "Through the Looking Glass". It may not have been the first, but it exerted tremendous influence on everything that followed. Quote:
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The concept is so well-used that it seems unlikely there would be much to add to it. Ragnar Tørnquist isn't so much standing on the shoulders of giants as on a heap of writers that came before him. Ende among them, but maybe not at the very top. |
The problem I can think of with the idea of "the nothingness" eating up the world of imagination, as you put it, is that in The Longest Journey it was simultaneously eating up the world of science; planes falling from the air, all sorts of deaths and maimings from sudden malfunctions, etc. It was on their news and everything. I only saw the film version of TNS, but the "regular" world was unphazed by the destruction of the world of imagination.
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I didn't really have time to address the Neverending Story/Longest Journey issue earlier, but I'd like to do so in greater depth here. Spoilers abound here for both works.
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Also, the Chaos Storm wasn't eating up Arcadia; it was certainly causing havoc, but it wasn't tearing Arcadia apart or causing it to stop existing. Nor was it a force of nothingness. It was the half of Gordon Halloway that belonged in Arcadia, the physical representation of an individual completely composed of the chaos that is emotionality. The half of him that belonged in Stark was the cold, emotionless represenation of a being composed entirely of logic. The storm wasn't indicative of a problem with Arcadia as was the Nothing in the Neverending Story, it was an individual creature created by splitting Gordon in half. What was happening in The Longest Journey was that the Balance between worlds was breaking down in the Guardian's absence, and both worlds were suffering equally because of it. However, the way the worlds suffered struck me as very different than the way Fantasia began disappearing in The Neverending Story. Quote:
Dragons have been featured in stories for ages, so I don't think they really hold up as evidence for The Longest Journey being based on Ende. Besides that, the dragons in the two have almost nothing in common besides the name "dragon." Quote:
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I have not played Dreamfall yet so I only refer to the first game here. To me the science-versus-magic theme of the game is less intriguing than the physical reality-versus-imagination theme of the book because I do not see science and magic as complementary (or symbiotically opposing) forces the way I do reality and imagination.
I have also developed a dislike to stories about a One who will make everything all right. The One who will bring balance to the Force. Or The One who will bring Balance to the worlds. This is an adolescent vision of heroism compared to the more mature conception that it will take many to save the world. It's also the kind of thinking we see in Rambo or the policies of the current U.S. administration, where The One is without exception "this one": we or I. Ego, hubris, life as war, dialectics as state religion, theology sustaining the centrality of ego. I notice I've strayed from the TLJ/TNS discussion (on which I'm happy to agree to disagree) into more general territory. What disappoints me most about games is their uniformity of world-view. It is very rare to come across an adventure game that really has a different take on things, the way the Dalai Lama has, or Paul Chadwick, or Pierre Estève, or Lovecraft. What about a genuinely mature game where maturity does not equal violence or pessimism or exclude humour? Why is everything a murder mystery or thriller or conspiracy or war? What about the far more interesting mysteries of life at its starlit or sun-warmed best? The lapping of waves or the rustle of leaves as opposed to the dripping of blood or the sliding of blocks? Why not adventure predicated not on tension but vital enjoyment? Simo Sakari Aaltonen ([email protected]) www.adventurecompanion.com |
Once again, heavy Longest Journey spoilers ahead.
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A story, by definition, begins with conflict and ends with the resolution of that conflict (or at least the conflict's conclusion). If a story lacks some form of tension, no matter how small or ridiculous, it's not a story, it's an anecdote. You can't make an adventure game out of something like "Person basking in the moonlight with a loved one on the beach," where that concept is the entirety of the story.Absolutely disagree with all of the above. The definition of story as requiring conflict, or drama as conflict, is nothing more than a western prejudice of very recent invention. Conflict is not necessary, nor is resolution. Creating conflict is beating up a person in order to get them to pay protection money, a storyteller creating an artificial need for their services. One could perfectly well make an absolutely delightful and life-enhacing adventure game from the scenario you mentioned. The first two Cryo Atlantis games gave clear evidence that exploring beautiful surroundings, surrounded by beautiful sounds, is enough. Godfrey Reggio, Ron Fricke, and Philip Glass did a similar thing in film with Koyaanisqatsi and the results were spectacular, liberating. They did not trap the viewer in the ubiquitous tentacles of western psychodrama, whose basic aim is to increase the tension in the audience rather than release them of it. Audiences actully think this is a good thing. They think being hooked is something desirable. It is an arbitrary and narrow-minded view, also in great part the reason the world is in deep trouble. Simo Sakari Aaltonen ([email protected]) www.adventurecompanion.com |
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I'm reminded of Tolkien writing about how the times that are most pleasant to live through are the least interesting to hear about, and to tell about. Quote:
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Just because exploring the surroundings made a bigger impression on you, doesn't mean the conflict(s) didn't exist in these two. |
Exactly so and I never claimed otherwise. The games gave an indication of what could be done.
Conflict is conflict only if it is perceived as such. There are other, non-dualistic worldviews. Simo Sakari Aaltonen ([email protected]) www.adventurecompanion.com |
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I also have trouble seeing how the emphasis on conflict in stories is "in great part the reason the world is in deep trouble". Are you implying that everyone in the world is simply imitating the entertainment they see, and without that entertainment there would be less conflict? And how is it "arbitrary and narrow-minded" to enjoy witnessing conflict? It seems to me that this is a natural predisposition, not something which has been cultivated by our media. The media is only taking advantage of the human truth that we enjoy conflict and resolution by using conflict and resolution to entertain us, which I don't see as a problem at all. |
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An adventure is by definition either a risk, or a series of events.
Unless there is a situation that must be resolved, or a task that must be fulfilled, a game becomes more of a strategy or simulation game. |
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Looks like we are beginning our inevitable descent into a futile argument about the definition of adventure game.
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You're right- it's the wrong discussion. In order to stay away from there, let's limit the posts to come to games which focus more on story than exploration or puzzles, okay? That is, unless someone would like to broaden the topic to include other types of content which adventures are reusing too often.
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And, assuming the concept WAS western in origin, why is that necessarily a negative thing? Quote:
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Nemel, I am in awe of your wisdom.
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he forgot to mention the conflicts of E. Honda and Chun-Li
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One ingredient in Riven is a "Save the Lady" storyline, which is by topic an "old theme". But in my opinion, dissecting the ingredients of a story, movie or game will make you recognize patterns that allow you to call anything new as something old. It's only a difference between how people see the game/story/movie based on previous experiences. Was there an old story in Riven? I say so. Does it really matter? I do not think so, because the storyline is not Riven's strongest point. |
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