wiregrind Feb 14 @ 1:49pm
People don't get what's good about this game
It's how it tells the game's story, most indie games use a voiceover and linear storytelling; Thirty Flights of Loving is ahead of them.
Last edited by wiregrind; Feb 14 @ 1:51pm
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Discussions_Acc Feb 14 @ 6:12pm 
They probably think the story is told in a linear way and thus fail to understand anything.
If they even started thinking, which is doubtful in case of those "I beat it in 5 minutes" people.
Ace♡ Feb 14 @ 9:53pm 
'ahead' is subjective. Non-linear stories are very common in fiction and storytelling in general. That doesn't make it good.
wiregrind Feb 14 @ 10:11pm 
Originally posted by Ace♡:
'ahead' is subjective. Non-linear stories are very common in fiction and storytelling in general. That doesn't make it good.
games that do it like this are very rare, most indie games don't even bother and the devs would rather spend more time making the game more 'appealing' than exploring possibilities for storytelling in games; so imo this game is ahead of them
Last edited by wiregrind; Feb 14 @ 10:13pm
Ace♡ Feb 14 @ 10:16pm 
Originally posted by wiregrind:
Originally posted by Ace♡:
'ahead' is subjective. Non-linear stories are very common in fiction and storytelling in general. That doesn't make it good.
games that do it like this are very rare, most indie games don't even bother and the devs would rather spend more time making the game more 'appealing' than exploring possibilities for storytelling in games; so imo this game is ahead of them

There is no path to where this game is beyond the scope of other games. It's a purely subjective idea and this is simply another style of storytelling. Beyond 2 Souls used a non-linear storytelling method and it was a sack of absolute ♥♥♥♥ that wasn't coherent in the least.

I personally find non-linear stories incoherent and scattered at best. It makes you think about it too much to try and put the pieces together instead of simply giving you an entertaining and thoughtful story structure.

When more effort is put towards making it confusing and requiring thought to understand the actual order of events and to make the game coherent than to the actual content and interelationships of the events, it's bad.
wiregrind Feb 14 @ 10:21pm 
Originally posted by Ace♡:
Originally posted by wiregrind:
games that do it like this are very rare, most indie games don't even bother and the devs would rather spend more time making the game more 'appealing' than exploring possibilities for storytelling in games; so imo this game is ahead of them

There is no path to where this game is beyond the scope of other games. It's a purely subjective idea and this is simply another style of storytelling. Beyond 2 Souls used a non-linear storytelling method and it was a sack of absolute ♥♥♥♥ that wasn't coherent in the least.

I personally find non-linear stories incoherent and scattered at best. It makes you think about it too much to try and put the pieces together instead of simply giving you an entertaining and thoughtful story structure.

When more effort is put towards making it confusing and requiring thought to understand the actual order of events and to make the game coherent than to the actual content and interelationships of the events, it's bad.
thing is that this game wasn't poorly made and has a concept that is pushing the medium forward at the same time. I made the thread after reading the steam reviews, I thought it sucked that so many people ranted about how 'bad' it is and almost noone mentioned the good points
Last edited by wiregrind; Feb 14 @ 10:23pm
xTcR | wakuboys [IA] Feb 15 @ 12:13am 
Originally posted by wiregrind:
Originally posted by Ace♡:

There is no path to where this game is beyond the scope of other games. It's a purely subjective idea and this is simply another style of storytelling. Beyond 2 Souls used a non-linear storytelling method and it was a sack of absolute ♥♥♥♥ that wasn't coherent in the least.

I personally find non-linear stories incoherent and scattered at best. It makes you think about it too much to try and put the pieces together instead of simply giving you an entertaining and thoughtful story structure.

When more effort is put towards making it confusing and requiring thought to understand the actual order of events and to make the game coherent than to the actual content and interelationships of the events, it's bad.
thing is that this game wasn't poorly made and has a concept that is pushing the medium forward at the same time. I made the thread after reading the steam reviews, I thought it sucked that so many people ranted about how 'bad' it is and almost noone mentioned the good points
What "good points"? That it tried hard to have a non-linear story? How is it pushing forward the medium? The reason why people are only ranting about how bad it is, is because they only see a confusing 5 minute story with no real gameplay and a waste of a couple bucks; not a masterpiece.
Reality Bin Feb 15 @ 2:28am 
I "got it" but there really wasn't much there to get to begin with.
desert king Feb 15 @ 3:23am 
Well if you look "Thirty Flights of Loving" from a design perspescive you can see the story is tool not threw spoken words, but the visuals and text. Not many games do that in such a short well crafted pice that explains a lot in like 5 minets of game play. Kind of like passage, limbo, flower, Anti-chameber, or Missile command.

Few games take this stance were you are just give controles and say just go. more recent years they have been poping up more offent.

(I would say jouery is part of that short list, but its a long game and I have not played it. from what I can tell the astetic is about the visuals and jouerny.)

weird at first but over time you get what is happening (hopefully).
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