We had a
thread about that a few months ago
Now having read the topic, I have four anecdotes Id like to share, that I think will illuminate my preferences and why I'm critical in particular about certain things.
Firstly, two stories about DayZ, the OG Zombie survival game.
It was a summer night, and as I tend to do playing that game, I was cozied up in the dark with nothing going on but the game. My character had been alive for a while, and I was pretty stacked as far as gear went, and back then you could actually keep a base hidden, so all in all I was well above the normally hectic scavenging gameplay and had settled into more or less a hunter role as I kept exploring around.
Anyway, as I'm playing night falls in-game, no moonlight, and a pretty obnoxious thunderstorm rolled in. So not only am I genuinely in the dark IRL, but also in-game, and the storm sounds drowned out pretty much everything including my footsteps. I did have night vision, but as it happens it sucks in those conditions.
Not too long after this, I realize my foods run down, and as I'm on the opposite end of the map from where my stuff is, I know Ive got to find something sooner or later. As it happens, I managed to hear a Deer through the storm, and I decide to go after it.
Now, I don't know why I decided to do so, but I got it into my head that I wanted to try and sneak up on the Deer and see if I could just stab it. So, I crouched and, with my knife out, slowly crept up to the deer. This took close to 10 minutes of effort, as I inadvertently lost sight of them in the rain and had to double back.
But eventually I got up close, and just as I stood up so I could attack, CRACKKKKK.
A gunshot rings out, who knows how far away. Its an SVD (a sniper rifle in the game), and the Deer drops dead in front of me. I haul absolute ass out of there, because while I had a rifle on me, I had no way to know where they shot me from, especially because the only way they could have taken the shot from a distance is with a night vision scope.
Miraculously though, no other shots get taken. I never knew if the guy even saw me, and he just missed or what, but believe me when I say I never felt my heart pound so much.
This was in the Standalone version of DayZ.
In the original mod, I once befriended a guy and as it happened, he was in a clan and so I joined up with them shortly afterwords.
One day, one of the clanmates got a hold of a helicopter, and so to celebrate we all loaded up and started romping around the main server we stuck to. This went on for a few nights over a holiday weekend, and by the third, we were just sticking with it as it worked.
We had managed to fly over to the southeast part of the map, and we were hovering over Rog, which is one of the ruined castles on the map. We were trying to figure out where to go, and as luck would have it, PANG. Another gunshot. This time a M107 .50 cal (i don't remember if this was stock to the mod or not), and they took out the heli doing this.
It was actually pretty funny, because the guy took the shot so far away we didn't even hear the shot itself, just the PANG of the bullet hitting the rotors and then our collective amazement as we dropped out of the sky and blew up.
The person who did it apparently had access to our Teamspeak, and lo and behold its one of our rivals from another clan. The dude literally assassinated the lot of us.
What then proceeded to happen over the next three hours was 15 people chasing one guys character across like 3 or 4 different servers, and ending in a raid and basewipe when one of my clan managed to steal a heli that had some guns on it.
I still remember mowing down like 20-30 tents with the guns very vividly.
=======
Now, a story from Ark: Survival Evolved.
So there's whole spiel I could go into about my first experience with Ark and how I eventually ended up in a Tribe, but thats not the story I want to tell. Instead, I want to talk about Chinese hackers. They suck, and Ark in those days had huge problems with these people. Our Server collectively decided on a policy that basically said we'd all put aside anything and everything to wipe them whenever one or two of them show up.
One time, a couple of them showed up and they ended up at our base, and as hackers do they started a aimbotting us to death.
Over the next hour or so, what erupted was basically Benny Hill shenanigans where a bunch of naked bodies wearing only helmets started piling up on the walls as they kept killing us. (They could only hit the head so body armor was a waste of time)
We kept up the fight, trying our best to basically use the one rifle we had in the base to keep trying to countersnipe the hackers. Eventually we won out as they mustve run out of ammo.
From there, the server eventually convened to go hunt them down and clear them out. We managed to track them to a cave they had managed to glitch a base into and while not as funny (as we basically just had another Tribes tank T-rex just take their shots while it ate their walls), it was particularly memorable to see around 30 people gathered with Dinos, guns, bombs and all the like, ready to destroy everything the hackers had once they were dead and couldn't spawn back. Quite the spectacle.
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Now, a not so fun story about Kerbal Space Program.
Kerbal is a game I've long loved, and its a game that over time I could consistently come back to even as I tired of it. The really neat thing about Kerbal is that while on the surface its a wacky explosion simulator, the game's mechanics, even sans mods, really do allow you to take the space exploration sim as seriously as you want.
Being the type to do just that, over time I envision pretty grand designs for Missions; not the kind that can go to every planet it one go, but ones that more or less directly emulate a realistic-ish Mars exploration type scenario. In particular, I got pretty attached to two of them: the 1969 Integrated Program Plan, and a plan not too dissimilar from what we see in the Martian, itself based on a version of the Constellation plan.
Now, these plans are naturally pretty complex, and take a lot of work, and that remains true even in the abstracted solar system of KSP. As a result of wanting play through these plans, I inevitably burn myself out.
I try too hard to make the game tell the story I want to experience, and eventually I peter out and stop playing altogether.
Its such a problem with KSP that Ive actually only ever gotten to the Mars analogue legitimately
once, in approximately 3000 hours of playtime, and that was only because I forced myself to just do it the Kerbal way, which isn't nearly as complicated.
Now, if I play Kerbal more or less as intended, without all the extraneous stuff that Im adding to better emulate the stories I wanted to experience, the game is still great fun. I can land on the Mun in my sleep. Sometimes I literally do; I dream about the game sometimes.
But as soon as I get that itch to try again, it spells doom.
===
Now, why did I tell those three anecdotes? Well, to illustrate that yes, gameplay can in fact make for incredible and memorable narratives. In that topic, the opposition seemed opposed to that possibility, but also dismissed the idea that a narrative being made out of the events after the fact counted.
That to me seems wrong. For one, I just don't consider forming a literal movie narrative directly is desirable, and that seems to be what they thought counted.
And for two, in real life this is just how stories work. If any sort of story about a real event is told, it gets conveyed through a narrative. That doesn't mean the real, 1:1 sequence of real events isn't a story, though. If it wasn't, it wouldn't be a narrative worth telling.
The absence of all the inbetween moments, the times in the above stories where nothing might actually be happening, doesn't invalidate that the story is still emerging from the entire sequence of events.
And I shared that first story about DayZ for exactly this reason, because part of the appeal of DayZ, one of the few games I can genuinely never tire of playing, is that what makes the stories it tells really special
is all of those inbetween moments of nothing.
DayZ is often referred to as a jogging simulator, and thats not that far off. Even in well populated servers, there are long stretches of time where you're just wandering around looting. Hours even.
Because of this, you as the player tend to enter into a state of fairly deep relaxation. Its almost meditative at times.
And then a player shows up and all hell breaks lose as you panic and freak out at the prospect of getting beaten to death with a can of beans.
Its a game that conveys genuine
terror in a way that even most horror games struggle with. Its quite extraordinary, and it speaks to why DayZ, for all its issues, remains a mainstay while all the derivative zombie games have basically been forgotten. (The looter shooter spin offs are a different story)
And even now, as someones whose deeply familiar with DayZ and for whom the game has lost any illusion of it being anything other than a game, running into somebody unexpectedly still hits exactly the same way.
And I shared the others just to nail home what can come out of games. Naturally, I have plenty from the tabletop space, but I wanted to share video game examples precisely because its much clearer that what results is because of the game itself (and some hackers, in the Ark example), and that being limited as video games are isn't really a detriment.
But I shared the Kerbal story as a contrast, and to highlight exactly why I do not care for narrative forward games on the whole, and why I, in direct contradiction of basically all trends in TTRPGs, think people are over obsessive with telling stories.
I just know what results when you try too hard, and from my perspective it feels like the whole hobby is collectively following the same path I do every time I start playing Kerbal and get that itch.
Plus, in terms of just being practical about running and playing in a ttrpg, trying too hard to make a story happen is just a hell of a lot of stress and overhead. Its not uncommon to see DMs burn out on DND, not just because of the system being a PITA, but also just because the desire to make a story happen is omnipresent and it consumes so much of the thought going into playing.
And then when you swap over to a PBTA game, its also not uncommon to find people who feel like being a GM is a massive amount of work because of how much has to be improvised and made up on the fly, incidentally another consequence of the aesthetic problem.
For me, when I run any of these games, I stick to the idea that these are sandboxes, and what stories I introduce into the gameworld are written with this in mind. They're either non-linear in nature (ie, the PCs can engage its stages in any order), which is easy, or they're timeline flexible, which is a writing method that allows me to write stories that can shift and adapt when things happen in a story to accomodate player choices on when to engage, while still letting that story play out even if they choose to ignore it.
What results is a more or less living gameworld that has tons of stories being told all the time. Very satisfying stories in fact, ones I can be proud of, even if the PCs ignore them entirely. If I write a story about Thanos, I write it with the assumption of the PCs assumed absent.
Ergo, if the PCs never engage that story, Thanos' story plays out and thats that. Good bye 50% of everybody. Its a great story, and if the PCs decide then to engage, that becomes a story for them to discover as they deal with its fall out.
But if they choose not to ignore it, then they can change it. Its set up and runs in my games in such a way that the PCs could intervene at any time past t+0 and the story will adapt to it in real time as their interactions pile up.
Whether they derail it entirely, or play out Infinity War, or get bored and do something else instead partway, or some other unpredictable decision, it all works out because I as the GM have all the stages of that story in place to mold into a good story.
And that only gets better when I step into Thanos as my own PC, and use that to my advantage to adapt the overall story even more to the specific interactions the PCs introduce.
This method, for me, does better at delivering an emergent story than any others Ive seen, and Ironsworn in particular gets enhanced considerably by running the gameworld like this. I don't consider that particular combo to be the peak, as obviously I have a deep fondness for story machines (to use the new term), so my own preference is closer to something that focuses direct modeling rather than genre emulation, but it is very very potent.