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"Speak to me!"

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Thu 11/04/02 at 23:57
Regular
Posts: 787
Playing Max Payne tonight got me thinking about narative and how effectively its used in games today. I've been through the game a number of times now and each time, it strikes me just how much narrative is used during the game.

Whether through the comic book style sut sequences or through in game voices, the narrative in Max Payne is essential to the way that the game plays. It has been declared one of the best games which has ever been released on the PC - an accolade which I haven't yet made up my mind if I think it deserves or not. I say this because, strip away the narrative (therefore essentially remove the story line) and it is really just another first person shooter. Its very good but in my opinion, its made by the narrative.

I am going to use Max Payne as a discussion for the topic. It is always said that the first impressions of something are the most lasting, so make them good. Max Payne certainly does that. It presents you with a cut scene and some narative to make even the colest person take note:

"They were all dead. The final gun shot was an exclamation mark to everything that had lead to this point. I released my finger from the trigger. And then it was over."

It is often said that a picture paints a thousand words. Well, in this case, I would like see a picture to convey that sort of emotion at the beginning of a game. It gives an air of both mystery and anticipation at the same time. When I first heard it, I was impressed. Obviously, I had no idea what it meant but I was instantly hooked. Its all very well having a game with stunning graphics but it usually needs something extra, something special to keep you interested. A decent story line or narrative is usually that special thing for me. Without such games, to be honest, I don't think I would be particularly interested in games at all.

Through the rest of the game, you are presented with more and more cut scenes to help you understand and weave your way through the plot. I have heard people say that they have simply skipped these and got down to the shooting. A great shame in my opinion. One of the great beauties about games is that in the hands of a good designer, they have the ability to play with your emotions. By adding narrative and story, you are pulled deeper into the game and almost become attached to the characters. To miss out on that is a great shame and leaves very little to play for.

In my opinion, the narrative above was perfect for the start of the game. Immediately, we are presented with a character who has obviously been through a lot (although we don't yet know what) and everything has just come to a climax. He has a gun in his hand and the police are chasing him yet he is still able to utter the words above in a calm controlled voice. It speaks bucket loads about the character you are about to control and really helps you to get into the game.

If you don't understand what I mean, consider the above words. Despite the chaos around him, Max speaks these in a calm collected voice - evidently someone who has been through so much that this is nothing to him. He says that this is the final gun shot hence we know that this is obviously a man who has been involved in a lot of violence. The fact that it is just an exclamation mark to whats being going on up to here shows that he has almost become acustomed to violence and is now just taking it as it comes. "It was all over" shows that whatever has just happened has taken a huge weight of his mind.

Obviously this was just my interpretation of the few opening lines of the game, but I liked them. I love games where there is a plot I can get into and narrative is usually the best way for this to happen for me. Somehow, pictures or reading text from a screen just isn't the same. A voice can speak far more than many realise and its effectiveness in game could and should be utilised to a greater extent. In this regard, Max Payne was a genius game. I have looked at just the first few lines - if you haven't played the game yourself, you are missing out on a treat!

Cheers for reading... apologies for spelling and grammar, just wrote this and its a little late to be writing intelligent stuff!

GH
Sat 13/04/02 at 00:26
Regular
"Not your monkey"
Posts: 2,104
I like they way you put that:

"simple and addictively effective gameplay but are clothed in a fascinating game environment with an inspirational and intriguing storyline/plot."

Sums it up very well. Simple is good especially when its masked in a plot!
Fri 12/04/02 at 09:36
Regular
Posts: 760
I think the best games always have simple and addictively effective gameplay but are clothed in a fascinating game environment and have an inspirational and intriguing storyline/plot.
Max Payne is probably such a game.

I've been thinking of buying the PS2 version, but I've been so far put off by reviews saying that it's way inferior to the PC version.
Thu 11/04/02 at 23:57
Regular
"Not your monkey"
Posts: 2,104
Playing Max Payne tonight got me thinking about narative and how effectively its used in games today. I've been through the game a number of times now and each time, it strikes me just how much narrative is used during the game.

Whether through the comic book style sut sequences or through in game voices, the narrative in Max Payne is essential to the way that the game plays. It has been declared one of the best games which has ever been released on the PC - an accolade which I haven't yet made up my mind if I think it deserves or not. I say this because, strip away the narrative (therefore essentially remove the story line) and it is really just another first person shooter. Its very good but in my opinion, its made by the narrative.

I am going to use Max Payne as a discussion for the topic. It is always said that the first impressions of something are the most lasting, so make them good. Max Payne certainly does that. It presents you with a cut scene and some narative to make even the colest person take note:

"They were all dead. The final gun shot was an exclamation mark to everything that had lead to this point. I released my finger from the trigger. And then it was over."

It is often said that a picture paints a thousand words. Well, in this case, I would like see a picture to convey that sort of emotion at the beginning of a game. It gives an air of both mystery and anticipation at the same time. When I first heard it, I was impressed. Obviously, I had no idea what it meant but I was instantly hooked. Its all very well having a game with stunning graphics but it usually needs something extra, something special to keep you interested. A decent story line or narrative is usually that special thing for me. Without such games, to be honest, I don't think I would be particularly interested in games at all.

Through the rest of the game, you are presented with more and more cut scenes to help you understand and weave your way through the plot. I have heard people say that they have simply skipped these and got down to the shooting. A great shame in my opinion. One of the great beauties about games is that in the hands of a good designer, they have the ability to play with your emotions. By adding narrative and story, you are pulled deeper into the game and almost become attached to the characters. To miss out on that is a great shame and leaves very little to play for.

In my opinion, the narrative above was perfect for the start of the game. Immediately, we are presented with a character who has obviously been through a lot (although we don't yet know what) and everything has just come to a climax. He has a gun in his hand and the police are chasing him yet he is still able to utter the words above in a calm controlled voice. It speaks bucket loads about the character you are about to control and really helps you to get into the game.

If you don't understand what I mean, consider the above words. Despite the chaos around him, Max speaks these in a calm collected voice - evidently someone who has been through so much that this is nothing to him. He says that this is the final gun shot hence we know that this is obviously a man who has been involved in a lot of violence. The fact that it is just an exclamation mark to whats being going on up to here shows that he has almost become acustomed to violence and is now just taking it as it comes. "It was all over" shows that whatever has just happened has taken a huge weight of his mind.

Obviously this was just my interpretation of the few opening lines of the game, but I liked them. I love games where there is a plot I can get into and narrative is usually the best way for this to happen for me. Somehow, pictures or reading text from a screen just isn't the same. A voice can speak far more than many realise and its effectiveness in game could and should be utilised to a greater extent. In this regard, Max Payne was a genius game. I have looked at just the first few lines - if you haven't played the game yourself, you are missing out on a treat!

Cheers for reading... apologies for spelling and grammar, just wrote this and its a little late to be writing intelligent stuff!

GH

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