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"In the beginning..."

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Sat 25/05/02 at 13:13
Regular
Posts: 787
Everything has one in life, it’s the start of everything there ever is. In some ways is the most important aspect of how things will get going, and for me, the beginning of a game lives by this rule.

Different types of games need different beginnings, some types suit one game than they do others, and there are as many different beginnings to a game than there are genres out there. RPG’s rely on these to set the scene, to try and put you in the picture of what is happening and give you a jist on why you were summoned to take on the role of the lead character, and what your job is going to be. Other games such as sports games have fairly simple beginnings, you play the sport and that’s basically it, you go to the world cup option or league in football games, you go to the Sunday cup on GT and start up your global domination of the racing world, you basically, just get stuck in there, so here, for sport games, the beginning is fairly simple and set.

Obviously it doesn’t come as a surprise then when I say that the start to a game needs to be more thought out and planned in games that are adventure games than any other genre out there, for many different reasons. Its perfectly alright to have a plot that’s works out great in the middle and finishes great at the end, but you need that excellent start to the game in there too, get the player to know what’s happening and what you have to do here to save the world. This is also the area where you are most likely to find out bits of information about the character, or not. You see, the beginning of the games story line has to fit in with the rest of the story. There is no point in telling everyone about Squalls life in the opening hour and leaving the last part of the game boring and dull, but like wise its no good having the start of say DMC boring and not letting anything on till the last section of the game, because the chances are you wont be playing anymore by then.

When deciding a story line, the developers really need to consider how there beginning reflects on the rest of the game. They need to have each section equal, and not have the middle or the end over powering one or the other sections, as that can lead to confusion, and in the end, a bad plot that will leave you either wondering what the hell went on, or just not have any effect on you at all.

But all this so far is focusing on the storyline, but there is another element of the beginning of a game that is just as important. How it starts in relation to the game play and what you have to do. Many games have gone there different ways around how they approach this, some have got it right, some haven’t, it all depends on how the game works out. But in my mind, there are two types of beginnings:

Type Number one:

The subdued start. This is the type that gently lets you into the game. In terms of story line, you are carefully introduced to the characters and how they act, feel, and what they can do. It also lets you know the current situation that the role of your character is in and what you are going to have to do. Also it spends a fair bit of time too on telling you how the game should be played, letting you know what you have to do. For me though, I don’t like this type of start, its often too slow, and after the first hour of playing it just leaves you earning for a bit of action, and for the game to just get going and let something happen. This is the type of game though that often has spent too much time on making a storyline than the game play, perhaps looking into graphics and so on a little too much as well.

For me, this is the type of beginning that I don’t really like, it often takes too long for the game to get going and in the end, before anything happens, your bored and you just give up and play something else.

Type Number two:

The action packed start. This, is what gaming for me is all about when you talk about RPG’s. It throws you straight in there. Remember Resident Evil 2 and 3? You knew the story already, you didn’t need telling what was happening right away, that could come later. Instead, you were thrown smack in the middle of things, both these games had you on your own, in the middle of a big area with a small gun with Zombies coming at you from all areas. You barely had time to react to take in what was happening, you just had to go by instinct, take your gun and pump lead into these evil foes! Or, like me…just flipping run!

These are the types of games that are more interested in giving you good game play, and good story line, and more important emotions such as excitement and fear of what is going to come next. This is what games should be really about, making you feel the excitement of a game, not spend too long on trying to give a story a meaning, just put you in there and let you play.

For me this is the far better way to get a game going, you are put in there right from the start, there is no messing around with how to play and what to do (something I don’t like about FF games). That can all be done before hand in the training mode. Here you just plainly play the game as it comes, play with excitement, and watch with excitement, this is the sort of stuff that makes games better than movies, especially if they can keep the thrills coming all through the game just like with Resident Evil series can, they keep you on the edge of you seat through out the whole game. But most important, they too have a very good beginning to the game (as that’s what this post is about).

In the end though, its right that you cant judge a book or game by its cover, just like you cant really judge a game by how its gets off the starting blocks. However I think you will all agree that it’s a very important factor, it can in the end decide if you are going to carry on playing the game or leave it well alone. So its in the best interests of the developers to make sure that it’s a good one, being the first thing we play on the game, it leaves a lasting impression on us, and that impression needs to be good rather than leaving a sour taste in the mouth.

As the graphics of consoles get better though all the time, and as developers get the urge to make a blockbuster movie meets game, I hope that we are not starting to loose the things that made the game play and story lines so great of that of games from a year or more ago.
Sat 25/05/02 at 21:16
Regular
"You Bum!!"
Posts: 3,740
Hmmm, I prefer slow paced starts to my games to be honest. These kind of beginnings introduce you to the games basics and allow you to familiarise yourself with the interface of the game and the world itself. It is no good throwing the player into the midst of the action so they panic and do not have enough time to adjust themselves to the atmosphere if the title.

I personally feel it is more satisfying to get into the action when you know what the aim of the game is and that you are more or less familiar with your own abilities. This is what I always liked about Final Fantasy games. They offered mixtures of different starts to their games. In FF7 we saw a fast paced start and even a time limit to get your adrenaline pumping, but then we had a slow bit where you were introduced to your task and the plans of further actions were discussed. This eased the player into the plot and they would have already found out what to expect from the rest of the game.

Its not as though I really dislike fast-paced starts to games, but it is just you have to sit there working out the controls for 15 minutes, getting inevitably killed in the process and having to start again. As you said a solution to this would be a quick training mode or a tutorial to get players more confident in what they are doing.

FF games always are spot-on. It doesnt really matter how each game starts-you just know that something special awaits you around the corner, both plot-wise and graphics-wise. So I dont think that there is any point in arguing over whether fast-paced starts are better than slow-paced ones. It is just irrelevant since different games have totally different feels to them and in retrospect may require a specific introduction for the targeted gamers.
Sat 25/05/02 at 19:05
Regular
"360: swfcman"
Posts: 6,953
Longer games arent always better Natbuc, remember MGS2, DMC, Silent Hill 2 and most of the resi games were all pretty short games, but i enjoyed them more than i did some of the longer games that are out right now.

Also, a game with a good strong action packed beginning does not mean that its going to have to be short, all it does is give the game its best possible start, and my favourite start at that.
Sat 25/05/02 at 16:35
Regular
Posts: 1,550
Nothing really to do with your post though.
Sat 25/05/02 at 16:30
Regular
Posts: 1,550
Good post. Hmm, the title has given me an idea for a post... ;)
Sat 25/05/02 at 13:26
Regular
"  "
Posts: 7,549
I actually prefer the slower starts. Slower starting games are usually longer, but not only that, a slow start means as soon as the action really kicks in it feel so much better. It's like nice food tastes much better after having horrible food than it does having it on it's own. Thats what i prefer anyway...

Good post though....well done.
Sat 25/05/02 at 13:13
Regular
"360: swfcman"
Posts: 6,953
Everything has one in life, it’s the start of everything there ever is. In some ways is the most important aspect of how things will get going, and for me, the beginning of a game lives by this rule.

Different types of games need different beginnings, some types suit one game than they do others, and there are as many different beginnings to a game than there are genres out there. RPG’s rely on these to set the scene, to try and put you in the picture of what is happening and give you a jist on why you were summoned to take on the role of the lead character, and what your job is going to be. Other games such as sports games have fairly simple beginnings, you play the sport and that’s basically it, you go to the world cup option or league in football games, you go to the Sunday cup on GT and start up your global domination of the racing world, you basically, just get stuck in there, so here, for sport games, the beginning is fairly simple and set.

Obviously it doesn’t come as a surprise then when I say that the start to a game needs to be more thought out and planned in games that are adventure games than any other genre out there, for many different reasons. Its perfectly alright to have a plot that’s works out great in the middle and finishes great at the end, but you need that excellent start to the game in there too, get the player to know what’s happening and what you have to do here to save the world. This is also the area where you are most likely to find out bits of information about the character, or not. You see, the beginning of the games story line has to fit in with the rest of the story. There is no point in telling everyone about Squalls life in the opening hour and leaving the last part of the game boring and dull, but like wise its no good having the start of say DMC boring and not letting anything on till the last section of the game, because the chances are you wont be playing anymore by then.

When deciding a story line, the developers really need to consider how there beginning reflects on the rest of the game. They need to have each section equal, and not have the middle or the end over powering one or the other sections, as that can lead to confusion, and in the end, a bad plot that will leave you either wondering what the hell went on, or just not have any effect on you at all.

But all this so far is focusing on the storyline, but there is another element of the beginning of a game that is just as important. How it starts in relation to the game play and what you have to do. Many games have gone there different ways around how they approach this, some have got it right, some haven’t, it all depends on how the game works out. But in my mind, there are two types of beginnings:

Type Number one:

The subdued start. This is the type that gently lets you into the game. In terms of story line, you are carefully introduced to the characters and how they act, feel, and what they can do. It also lets you know the current situation that the role of your character is in and what you are going to have to do. Also it spends a fair bit of time too on telling you how the game should be played, letting you know what you have to do. For me though, I don’t like this type of start, its often too slow, and after the first hour of playing it just leaves you earning for a bit of action, and for the game to just get going and let something happen. This is the type of game though that often has spent too much time on making a storyline than the game play, perhaps looking into graphics and so on a little too much as well.

For me, this is the type of beginning that I don’t really like, it often takes too long for the game to get going and in the end, before anything happens, your bored and you just give up and play something else.

Type Number two:

The action packed start. This, is what gaming for me is all about when you talk about RPG’s. It throws you straight in there. Remember Resident Evil 2 and 3? You knew the story already, you didn’t need telling what was happening right away, that could come later. Instead, you were thrown smack in the middle of things, both these games had you on your own, in the middle of a big area with a small gun with Zombies coming at you from all areas. You barely had time to react to take in what was happening, you just had to go by instinct, take your gun and pump lead into these evil foes! Or, like me…just flipping run!

These are the types of games that are more interested in giving you good game play, and good story line, and more important emotions such as excitement and fear of what is going to come next. This is what games should be really about, making you feel the excitement of a game, not spend too long on trying to give a story a meaning, just put you in there and let you play.

For me this is the far better way to get a game going, you are put in there right from the start, there is no messing around with how to play and what to do (something I don’t like about FF games). That can all be done before hand in the training mode. Here you just plainly play the game as it comes, play with excitement, and watch with excitement, this is the sort of stuff that makes games better than movies, especially if they can keep the thrills coming all through the game just like with Resident Evil series can, they keep you on the edge of you seat through out the whole game. But most important, they too have a very good beginning to the game (as that’s what this post is about).

In the end though, its right that you cant judge a book or game by its cover, just like you cant really judge a game by how its gets off the starting blocks. However I think you will all agree that it’s a very important factor, it can in the end decide if you are going to carry on playing the game or leave it well alone. So its in the best interests of the developers to make sure that it’s a good one, being the first thing we play on the game, it leaves a lasting impression on us, and that impression needs to be good rather than leaving a sour taste in the mouth.

As the graphics of consoles get better though all the time, and as developers get the urge to make a blockbuster movie meets game, I hope that we are not starting to loose the things that made the game play and story lines so great of that of games from a year or more ago.

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