This is kind of what annoys me, because it shouldn't be that big a damn deal It's ancient knowledge Stories are interesting because they look like anything could happen at first and then at the end you look back and go "Yeah that's how it had to be"
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I know nowadays everyone wants to subvert and problematize this shit but I'm sorry, it's true It is 100x easier to write a satisfying ending by having just one ending you knew from the beginning was the only way the story could end and then building the story around it
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Back in the 90s I remember arguing with people about this on interactive fiction forums "Do you think it's possible to do a version of King Lear where you can save Cordelia by yelling at Albany's messenger RUN FASTER! RUN FASTER! from your seat Would that make the show better"
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People getting all partisan here "I want games to be GAMES, not just a movie where you control the characters during the fight scenes" Yeah okay, but the whole "player choice" thing has been obvious sleight of hand for all of history and you people are never satisfied with it
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Like come on Super Mario Bros. is a game, isn't it It doesn't have branching paths Unless getting pissed after Mario dies and never playing it again is an "alternate ending"
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Replying to @arthur_affect
Having alternate endings and branches is FINE if you're going for that from the start, but sometimes a single narrative is what you need to Tell The Story you want to Actually Tell. Like TTRPGs have 'branching paths' because the Players are telling the story with you, but
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Replying to @DamienGranz @arthur_affect
That's not always the goal or should be always the goal. I mean I'm FINE with people who write their own version of fiction where Things Went Differently and 'canon' can be overrated especially with how broken copyright laws are, but that's not the original author's job.
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Replying to @DamienGranz @arthur_affect
Even in something like say, Undertale there's (basically) like.. 3.5 distinct paths, like you can't just do ANYthing, so really there's just 3.5 linear stories that branch away from each other at various points.
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Replying to @DamienGranz
The harsh limitations on what you can actually do in the world of the game are an explicit theme of the story in Undertale, in fact, a major part of the motivation of an evil player
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Replying to @arthur_affect @DamienGranz
Flowey's monologue to the player on the Genocide Run "I've done everything this world has to offer. I've read every book. I've burned every book. I've won every game. I've lost every game. I've appease everyone. I've killed everyone."
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Like that's the blunt harsh thing about why shooting everything to pieces is such a common story structure in games It IS, after all, just a game Making a world that's capable of supporting more complexity than that is very hard
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