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Evan Snee's avatar

Reading this makes me feel that Celeste should have definitely been at least nominated for Best Narrative in its release year, but I can bet you it wasn't.

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Ravi Hiranand's avatar

This was a fantastic read, and lines up with something I've always thought: the stories you make are better than the stories you're told.

I think you can see this really clearly in the two story strands in GTA IV. (Spoilers incoming!) One part is about Niko building a new life in the US. The other is about Niko chasing down a traitor from his past.

The villain of that first strand is someone who you interact with a lot; they give you missions, you work for them, and then they betray you, chase you out of your home and generally prove to be a pain in the ass.

The villain of the second strand is someone you barely see. They're apparently a traitor from Niko's past, something that motivated him to come to the US in the first place... but you only find this out hours into the game when Niko tells someone else in a cutscene.

At the end of the game, you face the villain of the second strand and you get the choice to kill them or spare them. This is a big deal for Niko, who has hated and hunted this person for a decade. But I struggled to care. Why should I? I barely know this person. Everything about this situation has been told to me.

After that, you face the villain of the first strand. You also get a choice here, to team up with them or enact revenge. And here I was happy to make a call: I wanted revenge. Screw that guy! He betrayed me! He's been trying to kill me for ages! Let's kill him!

It felt like such a clear example to me (in the same game!) that games work best when players actually, y'know, FEEL things instead of being told to feel them.

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