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Re: READ THIS, NOT BELOW (I hit "POST" b

Posted By: Forrest (cache1.avtel.net)
Date: 1/8/2000 at 2:16 a.m.

In Response To: Re: READ THIS, NOT BELOW (I hit "POST" b (Chris t' Crappy)

: What? The purpose of the game is to win, and by wining
: you tell the story. Christ, its not difficult. There
: is no alternate Universe so if you want to see the
: story you must win. It's how you interpret the story
: that matters.

I've stayed out of this conversation because I'm largely uninterested in it. I think Alric was sent to get the magic suit of armor, the Deceiver captured him, Balor interrogated him and somehow the information slipped, and he was hanging in that containment field while the Dark contemplated what to do with him next. There's nothing very suspicious about it, though a little, but the theories I've seen presented here seem a little outlandish for my taste.

Anyway, the above is a logical fallacy. You have to understand the non-linearity of interactive storytelling. Timelines branch in interactive stories; for example, games like Myth.

In "The Five Champions", there are uncountable different paths you could take to win or lose the level, but it comes down to two possiblilties. If the heros succeed in the mission, Alric escapes. That is how the story goes in all the timelines following the successfull completion of that level. However, by the end-game art, we can see what would happen had the heroes failed - Alric would have DIED. That means that the Deceiver would have let him die had the heroes failed. We don't know much about how the timeline would have progressed after that, but suffice it to say the Light probably would have lost the war.

Likewise, at the Great Devoid, if the characters there mess up, Soulblighter kills them. That means that Soulblighter MUST BE TRYING TO KILL THEM, otherwise he wouldn't do it if presented with the chance.

The same thing works in the real world. Say I decide I'm going to kill you. I want to kill you. I will try to kill you. If you're lucky, you'll avoid me killing you. But just because I didn't kill you, does that mean I didn't WANT to kill you? No. Say you could go back and "play" that part of your life again. You do something else, and I manage to kill you. That's proof that I was trying to kill you.

Now you can't replay real life to determine my intentions, whether I let you live or you just got lucky; but you CAN replay Myth to see what would have happened if the characters in it had done something differently. That lets you determine what the NPCs were trying to do.

Their motives for doing those things, though, is still up for debate. But we do know WHAT they were trying to do, if not WHY.

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