THEMES AND MESSAGES

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Hey there! Now for another topic.

What's the purpose, the intention of your gamemaking? Is it simply to give people fun, or do you try to etch a message in your creations?
I, personally, can't really see a point in gamemaking if I don't have a driving design goal or a message -- even if that goal is to make you have fun. But for me most times this have fun sounds slightly... Empty. I, myself, want to do something else.

What about you? Are you content with the concept of creating "fun"? There are games that ditch it altogether in favor of another message. Can you remember games which had meaningful messages to you? Can you remember games that failed in carrying those? And what are yours?

I think the game that had the most important message to me was Final Fantasy X.
My most cherished quote, and the one that had the most impact in my life, is:

"When there's a will, there's a way". Words by Lucil, that resound strongly. In fact, the whole argument in FFX about breaking tradition and being able to shape your future regardless of "destiny" and whatever path you're supposed to take had a very important impact on me, even moreso after being reinforced in the sequel, FFX-2.

Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Pixar's 3rd rule of Storytelling:
Trying for theme is important, but you won't see what the story is actually about til you're at the end of it. Now rewrite.


Personally, I write the story that I feel needs to be told, regardless of themes or messages. As I go along, the gameplay just kinda... comes out. I don't ever sit down and think, "Okay, I want to deliver this message," I sit down, think out the setting, design the characters, then just let them do their thing. Story's feel more natural when they're not forced out. In my opinion.
Ok! But what do you consider a story that "needs to be told"? Generally for me that's the overaching theme, not to mention that having a theme adds cohesion to the reality you're creating. Everything in the game starts to work in favour to the story. But I don't know, I'm through a 2 year + creative block. Stuff simply doesn't sound fluid anymore, and I don't feel like I have a "story that needs to be told" all that well. (though I'm bursting with general concepts.)
I don't like going ahead with a game idea unless I've developed a strong theme of - whatever - it just has to be solid, I have a lot of flimsy ideas that aesthetically seem promising at first, but later I realise that there was really nothing there...

And I don't know about "fun". I think I'm trying to make games that I would want to play, but I know that won't translate into games many other people would maybe want to play. I have a lot of developed ideas for conventional jrpg style games but I'm more interested in working on the ones that unfortunately are a lot harder to try and turn into a playable and engaging game.

Parts of many games impact me rather than a whole theme of a game... I dunno, I think I've never been that immediately perceptive - I think a lot of obvious messages go over my head, haha.

I guess the bleakness of Red Dead Redemption resonated with me; I hadn't played a game that was so utterly depressing until then, and I was very impressed with the writing and delivery and pretty much everything else in that game.

Final Fantasy 7 to 10 affected me greatly. I think the maturity of the writing was an early influence on my stuff. I think I was more intrigued by particular character interactions in those games than other, broader elements of the story, as they were written far more sophisticatedly than that of other games I had at the time... The mysterious love triangle between Cloud, Aerith and Zack; Quistis' affection for Squall, and Rinoa's attraction to Seifer... Usually a core part of what I write now is romance.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=JosephSeraph
Ok! But what do you consider a story that "needs to be told"?


That... is a good question. I think that's up to the individual. Personally, I come up with a concept, think of some possible central themes, but they are tentative at best. My stories end up being very, VERY different by the time I get to the end of them.

If it helps, here are the 22 rules of storytelling from Pixar. They might help get over creative blocks.

...and I don't feel like I have a "story that needs to be told" all that well. (though I'm bursting with general concepts.)


Then write something simple. Make a short, 1 hour game that's only RTP to get the juices flowing. That always helps me, anyway.
I had a really long bout of writer's block, too, and I found having many stories to alternate between helpful... especially if they share themes or character archetypes (but I tend to rework the same stuff over and over so that may not be useful to you).
Pixar is formulaic. They're successful, and they make films that are really solid for children's films, but I don't know. I've heard Up was supposed to be really fantastic, but people told me that about Wall-E, and I felt the writers were trying to manipulate my heartstrings in a really corporate way (cool setting and ground situation, though). Pixar makes films that are good at being financially successful, charming, and evocative, which are all good things, but they're not writing stories that challenge the audience in any way, so I guess it really comes down to what you want to do as a storyteller/game developer. Just a little counterpoint to that Pixar link--sorry for the aside.

For me, trying for a theme isn't just important--it's paramount. If I get to the end of what I've written and for some reason the story is different than where I started (which has never happened and I don't really see how it would if you're consistently thinking about that theme--maybe that's just more common with a group of writers instead of writing individually), then I would shelf the idea or rewrite to make the theme clearer. When I write, I tend to want to explore something about myself or the world that I don't understand. If I'm not doing that--if I'm not reaching towards something beyond me--then it's like, what's the point? If I wanted to make money I'd do anything else. Entertainment's a valid goal, and I want to entertain as well, but just entertainment would be unfulfilling for me in the same way that if I spend all day playing Monster Hunter, I feel like a useless piece of shit. That kind of thing is great when you're younger, but the older you get, the more you want things to matter (even if you're just fooling yourself, but whatever).
author=Housekeeping
Pixar is formulaic. They're successful, and they make films that are really solid for children's films, but I don't know. I've heard Up was supposed to be really fantastic, but people told me that about Wall-E, and I felt the writers were trying to manipulate my heartstrings in a really corporate way (cool setting and ground situation, though). Pixar makes films that are good at being financially successful, charming, and evocative, which are all good things, but they're not writing stories that challenge the audience in any way, so I guess it really comes down to what you want to do as a storyteller/game developer. Just a little counterpoint to that Pixar link--sorry for the aside.

Well, most childrens movies aren't exactly trying to convey the meaning of life, so looking to that type of company for meaningful writing is probably not the best idea. Unless you consider getting the message "friendship overcomes anything" shoved down your throat over and over meaningful.

author=Housekeeping
Entertainment's a valid goal, and I want to entertain as well, but just entertainment would be unfulfilling for me in the same way that if I spend all day playing Monster Hunter, I feel like a useless piece of shit. That kind of thing is great when you're younger, but the older you get, the more you want things to matter (even if you're just fooling yourself, but whatever).

With games, I guess this is a matter of what you like to focus on in gamemaking. I don't find writing all that fulfilling myself, so in some of my games I didn't even write the majority of the story myself, but rather got the story from somewhere else. So in those cases things like theme and finding something meaningful in the story wasn't really important to me. When I do write the story myself, though, I have been trying to make it something that people won't just ignore, especially since my games are probably 50% or more story and not alot of gameplay.

As for what my purpose is in making games, I've been having trouble with that lately. When I started it was probably the joy of learning something new and as a bonus showing people something that I made myself.
After a couple of games and years that feeling have somewhat faded though.
Right now I'm not really sure. It's not that I don't get anything at all out of it, it's a great creativity outlet and I still get a warm feeling when people say they enjoyed my games, but somehow I still end up feeling somewhat unsatisfied whenever I close RPG Maker for the day.
What is the intention of my "game-making"? (Game-making between air-quotes because most of my game-making happens inside my head xP) ...Good question. Well, I think it's just to explore ideas, scenarios, characters, etc. Or to put it simply: to tell stories. Just that. Stories. Period. All kinds of stories. Some may require I tackle complex/delicate subjects, some may reflect what I personally think about something, and yet some may be the complete opposite of all that. I have no interest in sending "messages" of any kind. And it bothers me when people ascribe this property to games or to developers by default, regardless of any actual intent. =/

For similar reasons, there's not a game that has like, touched me deeply, or whatever. I play games mostly for "fun" not to feel validated in any way. But generally speaking about the themes I like, I guess the Soul Blazer trilogy is the series that has resonated with me the most. Other similar games would be the Xenogear/Xenosaga titles, The first two Star Oceans, or the Suikoden series: Games that are about a goal that transcends space or time, or the very people who fight for those goals themselves.
author=JosephSeraph
But what do you consider a story that "needs to be told"?

This is a really tough question to answer, since there are a lot of stories that need to be told and a lot of stories that matter! I think it's a really personal thing, the kinds of stories you end up telling.

For example, here are some themes and character arcs that show up a lot in my work:
1) Where you come from and how that affects the person you choose to become
2) groups of unrelated people coming together and becoming like a family
3) similarly, chosen family VS blood family
4) themes of redemption, fucking up, and learning how to carry that as you trudge forward
5) interaction with various kinds of oppression, especially sexism and classism
6) healing and reconciliation

I think the fact that these are themes I return to a lot is indicative of the person I am and my life experience! I tend to favour characters and fiction from OTHER folks that have similar themes as well, since I can easily identify with it.

So my advice to you is this: which stories do you identify with? What gets you fired up? What makes you angry, or tugs at your heartstrings, or fills you with joy and hope? That's the story you should tell. You can integrate these things into gameplay as well: for example, in Chrono Trigger, a game about a rag-tag bunch of heroes with no real connection to each other, you learned team attacks when you put different combinations of your party together. While not the best example, it certainly works to get the message of "look at these people WORKING TOGETHER~~~~" across. It's something to think about out~

(A thing about FFX: I know that a lot of people resonated with that story because of the accurate representation of abuse that is Tidus and Jecht's relationship. It's a major theme of the story and doesn't necessarily need the "LET'S PUNCH GOD WHO IS ALSO MY DAAAAD" dressing, so that's also something to think about!)
NeverSilent
Got any Dexreth amulets?
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author=JosephSeraph
What's the purpose, the intention of your gamemaking? Is it simply to give people fun, or do you try to etch a message in your creations?


To me, this is indeed essential. I know some people think it is "pretentious" to say you want to deliver a message or moral in a creative work. I couldn't disagree more, and I can only reply by saying that I can't force anyone to accept the message I am trying to get across. But I can try to illustrate my thoughts through a game (or other media) and hope people will see the points and give them some fair consideration. Wanting to bring attention to and explain things you believe to be important is not a bad concept at all. And if you can present your epiphanies in a way that is actually enjoyable for its recipients, even better.

author=JosephSeraph
What about you? Are you content with the concept of creating "fun"?


I think having an actual message (i.e. something that is important to you and you want other people understand) in works of art is not strictly necessary. Allowing other people to have fun with the help of your creation and enjoy its beauty is definitely a great thing and has a certain value in itself. I won't call creating fun "shallow" - but it does lack another valuable aspect: Relevance.

As humans, we are communicative beings. We are dependent on our ability to share our knowledge and insight, on being able to understand others and make others understand us. But we also don't want to be ordered around, we want to be able to decide for ourselves. We don't want to be told what to think and believe, we want to explore the possibilities and then make up our own mind. And one of the ways to solve this dilemma is by creating and experiencing meaningful art.

author=JosephSeraph
Can you remember games which had meaningful messages to you?


Yes, and mine's an interesting case. I played quite some games during my life, and many of them influenced and shaped my personal taste, defined and changed what I like in games. But there has only been one game so far that literally changed my life, and it's an RPG Maker game: Master of the Wind.
The way it handled its extremely relevant subjects, its storytelling and its messages resonated so well with me and had such a deeply felt impact on me that for the first time, it made me realize games are a true form of art, equally valuable as literature. If it weren't for that game, I wouldn't be here making games now, I would never have gotten to know many wonderful people and I would be much more ignorant than I am now.

I'm sure I have spent much more time on playing Minecraft than on playing Master of the Wind. And I think that's totally okay, because Minecraft is fun to play for me. But if I were magically forced to forget all about one of the two games and be unable to ever play it again, the choice would be easy. Because as much as I enjoy Minecraft, it ultimately only serves the "beauty" (i.e. fun) aspect of art, but has no real relevance. It does not have the power to help me grow as a person, an ability relevant and beautiful art does have.


In short: Relevance without beauty (or, in our case, fun) usually results in a meaningful, but boring product. Beauty without relevance can be a pleasure to experience, but it is short-lived and superficial. But when you manage to combine both (which is difficult), the resulting work is capable of creating an actual, meaningful impact. And that, in my humble opinion, is the highest form of art.
Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
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I'll be perfectly honest: my main goal in creating Tundra (and it may well by default doom the project to being eternal vaporware) is to make a game that will completely blow the community away. I'm confident that I can do it, but after 13 years of development I'm still not as close to being finished as I'd like.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
@Housekeeping: If you're exploring an idea that's not familiar to you or is outside your comfort zone, shouldn't it be GUARANTEED that your story, message and theme will end up somewhere other than where you started?
@LockeZ: Well, no, but I think that I'm thinking about it differently than you. If I were exploring an idea like isolation--looking at reasons why people isolate themselves and how it's harmful behavior that's paradoxically sought after--at the end of the day, the game would still be about that. I wouldn't switch to, like Snow Owl mentioned, the undying power of friendship because that would run contradictory to the theme itself. However, friendship might also work its way into it, but I'd still intentionally be exploring the isolation, not the friendship. So, I guess that the story/characters could evolve in unexpected ways, but that would be to conform to the theme instead of vice versa.
My purpose of making games has never been to convey a message. I focus on gameplay, visuals, sound. The technical aspects. I usually put something together, debug it forever, make a few maps with it, and then stop :/ I have yet to get to the point where I insert a story.
Max McGee
with sorrow down past the fence
9159
Remember, the first and most important goal of the artist is to entertain.

I think the game that had the most important message to me was Final Fantasy X.
My most cherished quote, and the one that had the most impact in my life, is:

"When there's a will, there's a way". Words by Lucil, that resound strongly. In fact, the whole argument in FFX about breaking tradition and being able to shape your future regardless of "destiny" and whatever path you're supposed to take had a very important impact on me, even moreso after being reinforced in the sequel, FFX-2.

It is kind of hilarious that you are crediting this thousands-of-years old idea, iterated in literature hundreds upon hundreds of times, to Final Fantasy X lol.

***

I'm going to paraphrase Stephen King from On Writing here:

If you identify a theme that emerges from the text of your work organically and enhance it knowingly once the text is mostly completed, that's aces.

If you create the text of the work from the ground up with a message or theme in mind, that's propaganda, or AT BEST a fucking PSA, and thou hath failed.

What's the purpose, the intention of your gamemaking? Is it simply to give people fun, or do you try to etch a message in your creations?

You know, thinking recently about my entire body of creative output--not just videogames of course but tabletop games and writing and my LARP--the overarching theme I came up with was an attempt to reconcile the seemingly mutually exclusive notions of moral relativism and absolute good and evil. Trying to reconcile the idea that while people's circumstances and context can justify their actions--i.e. there are very few good guys or bad guys, just people doing what they think is right from their perspective and balancing the means and the ends--some things are always absolutely wrong, and unforgivable. These two ideas really don't want to cooexist and my entire creative endeavor has largely been underpinned by a theme of trying to make them cooexist. The TVTropes pages for Black and Gray Morality, Gray and Gray Morality, and White And Gray Morality all provide some context for talking about this.

Over the years I have come at this meta-theme from a ton of different ways and some of my works touch on it only a little or not at all.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I had a nice buildup in my head two hours ago leading to this point, but I forgot it. So I'll skip straight to my point.

Players have their own messages. Things they want the world to hear or see, that they wish people understood. You don't have to make a game telling a message to toych people. You can touch them just as strongly with believable characters woven into a strong story.

The player doesn't need to hear anything - they need to say it. Games are an interactive medium! If you can make a world, an experience that matches what the player's soul is screaming, and let them live there for a while, I think that will enrich people's lives FAR more than any message you want to say.

This is why I think having a theme is vital, but having a message is unnecessary and naybe pointless. Give the player a fantasy that they think is incredibly cool.
I agree with everything NeverSilent said (except the stuff regarding Master of the Wind as I've yet to play it).

And regarding what Max McGee and LockeZ have said about messages/propaganda: consider the way Christianity is presented in like Seventh Heaven, compared to The Simpsons. Seventh Heaven was designed from its conception to be a program that hoped to reinforce modern American Christianity-based morals and beliefs. The Simpsons satirizes those conventions of broad American culture rather than present them as truth, but does it in a way that is more exploratory than judgemental (in my opinion).

Anyway, there is a huge difference between shoving a message in the viewer's face, no matter how right or positive you believe it to be, and presenting your opinions in a more open and objective way.
Personally, I just write stories with characters. If there's an over-arching theme after it's written, bully for me! If not, well, I'm sure players will find one. It's like any art form - people are going to pull different things out of it, things that resonate to them. You can either slap them down and say 'NO I DID NOT INTEND THAT MESSAGE!!!' or just let them interpret what they want.

That said, sometimes you do have to point out that a certain message isn't what you meant to portray, especially if you did mean to use a certain theme - for example, if you meant to make a piece that talks about how slavery is bad and the players took it to mean that you're racist... yeah, you might want to look at how you tried to communicate your message. You may have missed the boat just a tad. XD

Yes, issues like that would arise whenever you use sensitive topics in your game, like any criticism Bioshock Infinite attracted for what some people perceived to be glaring racist overtones. Though that is maybe due more to presenting those themes in a subversive way, and that some people just don't understand or even agree with the ultimate message you were trying to communicate.
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