eldavojohn writes: Twisted Metal designer David Jaffe gave a DICE Summit presentation in which he argued against "games that have been intentionally made from the ground up with the intent and purpose of telling a story or expressing a philosophy or giving a designer's narrative." He went on to say essentially that it's a waste of time and resources when the focus should be on game-play, not story. While some parts of his presentation are warmly welcomed by the gaming community (like his instructions for game execs to get a bullshit filter), this particular point has some unsurprising opponents. His argument against a "cinematic narrative" was probably strongest with his comparison to the movie Saving Private Ryan where Spielberg made the Normandy Beach invasion scene as close to a documentary as possible. The audience could sit back and appreciate that. But if you made a game where the player is in that position of the soldier then that historically accurate imagery and top shelf voice acting doesn't really matter, the only thing the player should be thinking is "How the fuck do I get to that rock? How do I get to the exit?" Is Jaffe right? Have game makers been "seduced by the power and language of film" at the expense of game-play?
We warn the reader in advance that the proof presented here depends on a
clever but highly unmotivated trick.
-- Howard Anton, "Elementary Linear Algebra"