My Message close
GAME JOBS
Latest Blogs
spacer View All     Post     RSS spacer
 
May 25, 2013
 
Beer and Diversity
 
Selling Games
 
Want To Help Stop Youth Cyberbullying? Let Your Kids Raid More.
 
Tenets of Videodreams, Part 1: Exploration [2]
 
We're Indie, we like Microsoft. Too Controversial? [38]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
May 25, 2013
 
Treyarch / Activision
Technical Animator
 
Treyarch / Activision
Game Systems Designer
 
Infinity Ward / Activision
Senior Tools Engineer
 
Airtight Games
Environment Artist
 
App Minis LLC
Senior Unity Game Programmer
 
Gameloft
Game Designer
spacer
Latest Press Releases
spacer View All     RSS spacer
 
May 25, 2013
 
12 Million Downloads
after 1 Year in the
AppStore
 
Global Games Market Grows
6% to $70.4bn in 2013
 
Sharpen Your Battle Axes
and Prepare to
Pillage!...
 
Active Soccer - Indiegogo
campaign
 
Fashion Party Dress Up
Press Release
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
Sponsor

 
Finally, games are moving away from movies and finding their own language
Finally, games are moving away from movies and finding their own language Exclusive
 

July 10, 2012   |   By Staff

Comments 2 comments

More: Console/PC, Design, Exclusive





In a new feature article, writer and designer Tadhg Kelly examines how the maxim "show, don't tell" needs to evolve for the interactive age into "play, don't show" -- empowering gamers in its wake.

"One of the great lessons in film, which took a generation to learn, is 'show, don't tell,'" writes Kelly.

"The earliest silent movies often used prompt cards and staged sets to tell stories. When talkies came along, the cards went, yet the sense of staging did not," he observes.

"Starting with Citizen Kane and some others, and then evolving into the New Wave, filmmakers started to realize that they weren't making recorded theater."

By the 1970s, he writes, the landscape had changed forever. "Directors like Kubrick, Scorsese, Coppolla, and Lucas showed what cinema could really do, and everything was different after that.

"I see a similar situation in games, except where cinema used many of the conventions of theater, games use many of the conventions of cinema. We're passing through an era of 'filmed games,' just as film passed through its era of 'staged films.' And just as the lesson to learn in film was 'show, don't tell,' the lesson in games is 'play, don't show,'" writes Kelly.

He argues that Left 4 Dead is the best-designed game of the last five years particularly because it follows this new maxim. "It ties its gameplay into its storysense through limiting simple things like your ability to stand up when knocked over. And after playing a session or two you soon realize that you can't leave a man behind. You will be overwhelmed."

The full feature, in which he tackles the thorny issue of why many designs envision player characters in a way that is contradictory to the nature of the medium, is live now on Gamasutra.
 
 
Top Stories

image
Blog: We're indie, we like Microsoft. So what?
image
Xbox One preowned rumors batter GameStop shares
image
Blog: Theme and craft, games and art
image
Xbox One: A flawed plan, well-executed


   
 
Comments

Stuart Leslie
profile image
It wasn't until games like Half Life came along that this was an issue. Prior to that, games were 'play, don't show'.

Bob Johnson
profile image
Yeah, movies became less like theatre the more the tech improved. Games have become less game-like the more the tech improved.


none
 
Comment:
 




 
UBM Tech