Archive for the 'Storylines' Category

Urban Dead

Posted by Jared on May 30th, 2007

Thanks to an article in last week’s Escapist, I’ve started playing Urban Dead, a browser based MMORPG where you are a survivor in a city full of zombies. If you die, you become one of the zombies. My story thus far:

I decided to be a medic. On my first day, I didn’t want to do much, because if I made too many moves I would run out of “Action Points.” That causes the player to fall asleep, totally susceptible to any passing ghoul. So I clicked my way to a few nearby buildings, looked around a little, and ducked into what seemed like a safe shelter. Another player was there, and someone had spraypainted “JOIN A GROUP OR DIE” on the wall. Apparently, players can join factions with other players, either as survivors or as zombies. I was a little afraid that the other guy would kill me, but I took my chances and logged out for the night. One action point regenerates every half hour, so I’d have to wait a while to play again.

Next day, I was happy to still be alive, and decided to roam a little more. About 20 action points into my stash of 50, I found another Very Strong Barricade — the vets call it a VSB, and zombies have a tough time getting in. But I wasn’t satisfied with such a short round, so I ventured out further. Unfortunately, almost everything I came across was heavily barricaded, and I was unable to find shelter. I did some research online and found that the part of town I was in is filled with those kinds of structures, as well as a lot of zombies. I had to get out, fast.

With just ten action points left, I found a hospital called St. Elisabeth’s with a note on the door. Apparently, a faction operates there, but it’s heavily barricaded. For more information, the note said to check the St. Eliz’s Wiki. After some Googling, I found the wiki and learned that a warehouse just north of the hospital is only strongly barricaded, and is a good place for n00bs who don’t have Free Run (where you can walk skip from building to building without losing action points). I ducked into the shelter, posted a note asking for help and went to bed. Someone had spayed on the wall, “Noobie Clinic, keep at VSB.”

Today, there was a note inside the warehouse from someone named Sirs. He said he was from the hospital, and would help anyone who pledged their allegiance. I’m pretty desperate at this point, so I said I was in and relaxed with a few rounds of Halo. I also stepped outside and swung my fists at a zombie that happened to be lurking outside the hospital. It didn’t fight back so I think it was asleep, and though I wasn’t able to kill it, I got some experience points for my efforts.

Shortly thereafter, Sirs posted another note. Medic is a tough class to start with, he said, but since this part of town is getting boring, he’s going to set up an escort to another hospital where I can be of use. He said to check back in for instructions tomorrow. We’ll see.

Half Life Theory

Posted by Jared on March 26th, 2007

Just thinking about this after the last post.

The Government Man in Half Life presents you with a choice: You either work for him (the government, or The Man), or you go back to Xen and die facing an army of aliens.

Funny — you’ve just poured 20 hours into a video game that had you go from average government scientist to badass superhero. Now you have to go back to work for the government. How meta, because now that the game is done you can either go back to your crap 9-5 job working for the government, or The Man, or you can return to the video game world where you’ll run out of money and whither away to an untimely death. Just wanted to get that out there, because someone was saying in the 1UP Forums that video games don’t have a point or make you think.

Please Pass the Narrative

Posted by Jared on March 26th, 2007

I just posted this on GameSetWatch as a comment in response to a 1UP story:

“Game plots are often dramatic and cliche because it’s easy and fast. A good film can take an hour or more to begin understanding characters and atmosphere. It’s rare for a game to dedicate even that amount of time to a storyline.

“I’m not saying that games shouldn’t or couldn’t have plots, but more and more I’m thinking that video games aren’t really the place for narrative. Even when a game has a good (enough) story, it still seems like a crutch, a way to get you to play through the rest of the game, regardless of gameplay.”

Half-Life was hailed for revolutionizing video game narrative, because players didn’t ever step out of Gordon Freeman’s shoes to watch the story unfold. They were merely peppered with occasional bits of information to push things along, and it made for a great in-game story. When the G-Man looks you in the eye at the end of the game and tells you you’re going to either work for him or get sent back to Xen to die, you’re hit with emotions borne only from working hard through the game itself, only to come to this frightening resolution.

But did it really have a narrative? No — the entire series of events can be explained in one paragraph.

Certainly games can have better dialogue. Maybe plots can be less derivative. But saying games _need_ better stories is like saying movies need better acting.

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