[Air-L] Plot retention rates in AAA titles
Rob Baron
baro0033 at umn.edu
Mon Oct 25 09:38:52 PDT 2010
Jordan,
That's an interesting question, especially when you consider that the
single-player (more plot driven) portion of many FPS is a small part of
the overall game-playing experience.
I don't think it's necessarily a matter of the retention of a game's
plot, or ignoring the plot of a game, but rather how much players engage
with that plot as part of their overall gaming experience. For example
/Call of Duty: Modern Warfare/ has a much bigger presence as a
multiplayer community than as as a single player game. I would argue
that this multiplayer portion has more to do with pure ludic experience
rather than a narrative experience of the single player campaign.
I think the question has more to do with the number of player that want
to engage with a FPS's plot as opposed to the effectiveness of that
plots presentation, especially considering that some of the earliest
examples of this genre only used plot as a way to set up the "shooty
parts" of the game.
You could look at the extent to which players engage in single-player
portions of a FPS to try to assess this.
I'd also be careful of lumping all FPS games together. I know that
there are a number of games that put a premium on plot and totally
eschew multiplayer gameplay (like /Bioshock/). You may want to specify
the kinds of FPSs that you're looking at.
--
Rob Baron
PhD Candidate and Graduate Instructor
Rhetoric, Scientific and Technical Communication
Department of Writing Studies
University of Minnesota-Twin Cities
On 10/25/10 11:16 AM, Jordan Lynn wrote:
> Good afternoon, everyone!
>
> I have a question, and this group seems like the place to ask. What
> level of plot retention would you consider to be average in a First or
> Third-Person Shooter? Studying AAA titles for plot retention is
> difficult, since there are several subsets of gamers that ignore
> plotlines as a matter of course, and shooters aren't usually noted for
> narrative depth. My primary issue is figuring out what percentage of
> gamers are ignoring the plot, and what percentage are not getting it
> because the game is not delivering it effectively. Also, there is some
> difference between total narrative comprehension and getting "the
> gist" of the game's plot- what percentages of players would you expect
> to fully understand the narrative, and what percentage understand the
> basics of the story?
>
> Thoughts?
> -Jordan
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