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What Galaxy's Rosalina Shows About Storytelling

In this Gamasutra opinion piece, game researcher and designer Douglas Wilson looks at why "the most surprising gaming moment of 2007" didn't involve game mechanics, plot twists, or sales figures, but rather a Mario Galaxy storybook tale told by a princess.

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gamasutra.com
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ItsDubC3486d ago

Interesting view. I never thought about it in that way but the author presents a good argument.

TheDeadMetalhead3486d ago

That is cryptic. Mario games are becoming storytellers. Interesting...

Mandangoof3486d ago (Edited 3486d ago )

Mario (and all nintendo games) are story and maturity-free.

Don't you f*cking DARE insinuate they're anything worth spending time on as a cultural pursuit.

Even this game has cutscenes/non-interactive storybook sequences (shudder) as an example of "story-telling."
It doesn't even use the f*cking gameplay!

Nintendo games are entertainment for small children and those with simple minds and that's that.

TruthbeTold3486d ago

YOU act like a small child, and YOU are entertaining. It's amazing (and pathetic)how threatened some people feel by others liking things that they don't.

jtucker783486d ago (Edited 3486d ago )

TheDesperado - I think you showed traits of having a "simple mind" by completely misunderstanding this gentleman's article.

"It doesn't even use the f*cking gameplay!" - That is the whole point.

See the passage that says:

Rather than spoonfeed the tale to us, the game requires us to take an active role in uncovering the trauma that lies within. The storybook avoids intruding, and feels all the more precious for it.

I don’t mean to minimize the importance of game mechanics. On the contrary, Rosalina’s storybook works so well precisely because it stands in juxtaposition with the otherwise unadulterated childlike “fun” of the gameplay. Taken by itself, the storybook tale would be far less poignant.