Fate/stay night - 01-04


I have this feeling that, if I was looking for something
At least, that's the impression I get from the preponderance of helpful little notes from fansubbers in the first episode. (Note to said fansubbers: The point of filling the early episodes with random unglossed references is usually tantalizing us with what we don't know. Snotty little explanations that flash by too fast to read are rarely useful.) There's a terrific amount of background trivia there, it looks to be reasonably consistent internally, and unlike, say, British naval history or the minutiae of C++, there are cute girls. Seems win-win to me.
I have a point here, and I'll get to it eventually, but first I'm going to talk about Dragon Quest VIII for a while.
Dragon Quest VIII was not the first game I've played that was entirely about exploration, but it was the first game in a very long time that actually felt like it. I haven't come close to finishing it; I play a little bit of it every so often, whenever I feel like wandering aimlessly.
I said it wasn't the first game I'd played that was mainly about exploration.
This was the first game I played that was mainly about exploration. But its ancestors - which I didn't play until much later - are just as obvious about it.
I only really made the connection to modern games, though, when I was playing Dragon Quest VIII. When you don't have a fully interactive story (and no games have fully interactive stories; at best, they have branching trees) the mechanic isn't storytelling - it's exploration. You can go up, or left, or forward. You can go in the east-direction if you like, or in the more-story-direction if you like. If you are so inclined, you can explore the story of Fate/stay night, or any other visual novel, in its entirety - and you can map it out, if you like.
So, here's a game mechanic: There is a terrific amount of information around. You absorb some of it. Then, you click on a choice, deciding where you want to go next (or what you want to find out about next.)
Ever surfed Wikipedia? Isn't it oddly compelling? It's essentially the same mechanic - only less structured. Nobody's thought carefully about the particular experience they want you to have, but there's not that much difference in the style of "play," or the way you'd go about trying to map it out.
Oh, and Wikipedia doesn't try to tell a story. But this wiki does.
Here's what I'm getting at. At first glance, it seems that "story-driven" games would be great candidates for adaptation into anime - or at least as good as novels, which have worked very well historically. Heck, some of them might, I don't know. My Japanese is pretty good, but it's not as good as it'd have to be for me to have a good understanding of these games.
But you could, at least in theory, make a game that worked incredibly well, and was a great deal of fun to play, that was only "story-driven" in the sense that there was a story, and most of the game consisted of elaboration of the story. "Information-driven," perhaps?
An information-driven game, adapted to the screen, would lose its most important asset - the ability of a viewer to absorb the information the way he chose, at his own pace.
This is all just a hypothesis, though. I haven't played any TYPE-MOON games, and I'm kind of enjoying the Fate/stay night anime.









