After bashing cutscenes, BioShock Infinite creative director Ken Levine has stated that falling back on dialogue is the “least effective” way of telling stories in videogames, even though it’s tempting to do so.
ok so thats, no cutscenes and now no dialogue to tell Bioshock infinite story. Nice one kenny! Why not just scrap the whole story thing all together.
You really missed his point, He is saying that to tell something directly in words is not as effective as leaving an image for you to judge it's meaning. To make you discover the story rather than be hand fed it. In fact what he is explaining is pretty the principle of any good writer. Don't see why you would want to see it scrapped, He is basically indicating he has taken a more professional approach to the story this time. And Ken is one of the most creative guys out there, We don't need to see creativity being scrapped
Um.... there is no single correct way to tell a story. It depends on the theme, the characters etc etc.. What UC2 did for eg in this scene http://www.youtube.com/watc... or this http://www.youtube.com/watc... or this http://www.youtube.com/watc... is as legitimate for storytelling as the method Levine is advocating. I cant imagine a better way all the characters are introduced to each other in a snappy witty way without any awkwardness. Sometimes for games with dark themes less dialogue and more emphasis on strong imagery to tell the story works. Like I said there is no universal way and Ken Levine should not give out statements as if they were facts and that he has attained spiritual nirvana and realised something which no other dev has.
like halo reach cutscene where the spartan pickup a gun from a dead friend, checking the timer, seem confuse or hesistant, then he turn around and hobbling toward the chaos infront of him... This scene totally convey the dire situation of reach without a single word spoken, and the guy even have his mask on (you can't even see his facial reaction). Dialogue isn't really necessary.
So how is this story told? Braille?
Mimes must be the greatest storytellers of our generation then.
He's a hipster, along with Jonathan Blow, who made the immensely overrated Braid.
*cough cough* this is why every japanese game fails at story telling *cough * also, mgs4 to the extreme*cough*
Yeah... no. Maybe it's just cuz I'm a book lover, but I feel like that's completely untrue. Dialogue doesn't tell you everything, first and foremost. It's just a conversation between individuals. By itself, it tells you ONLY what the characters themselves tell you, which leaves it up to you to fill in the rest of the blanks with your imagination and/or the world around you. Dialogue has its place like every other form. And in a video game, it's the most effective way to get into the mind of a character.
Try telling that to legacy of kain developers...and uncharted developers, and final fantasy developers (the older ones)...etc and the list goes on. No amount of dialogue-less imagery could have been able to tell the stories of kain and raziel... Also, some food for thought. If you guys know anything about interpersonal communication, dialogue tells two different stories...what is said and how it is said as was pointed out above me. Sometimes how the characters interact can tell a different story then what is spoken.
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