Well, since I'm bored, I might as well write something.
So yes, you heard me. 358/2 Days, which some members laud it to be a great example of character development in a Kingdom Hearts game, is badly executed and badly placed in the construction of the game. It's not the story's fault or the character's fault. Because when you read it in detail when not playing a game, it does have the potential to be unique and furthers the mystery.
The fact that it has a novelist writer on board (Tomoko Kanemaki ) should mean a well-written and effective story. So why didn't it work?
Aside from a poor introduction with fifteen or so days of mediocre plot development, it become increasingly more apparent that the structure of the game did not suit the story. The mission-based structure has damaged the narrative greatly, with plot development having to be plotted after a certain amount of days. You can go for missions without any plot development. That I don't find too much of a problem. What I find the problem is that it DROWNS you in it once we hit the plot development.
It feels like it's trying to cram so much information and development, that it can be overwhelming to the player. When you haven't paced your game, to ponder and care about the characters, then it's so jarring when the cutscenes call us to care about them.
For example, Xion. She stepped on the wrong foot with me (and by that, made it bleed) because she really rubbed me the wrong way. It's the typical reason why many people didn't like her. She's a mary-sue. She's the female companion that Roxas needs to care about. You get the gist.
But I kinda DID care about her once I went on missions with her. It's the missions and companion I got from her that made me cared about her. Not most of the cutscenes where the spotlight has to be on her. The missions. Heck, when I saw her in one of the missions running away, it actually GOT me to chase her.
But once you wrestle her away, keep her hidden and expect us to garner sympathy for her because the narrative demands it (after so many useless missions of 'destroy dark blob' and 'defeat x heartless'), then you effectively destroyed the development that I liked about her. There are others, much better ways to garner sympathy for her, but instead they boiled it down to a narrative structure which is in direct conflict with the game's structure.
And this is because you aren't working towards an overall goal. Instead, you're doing missions to further the story.
Why did Birth by Sleep's story worked? Simple, because the game's structure suited the storyline. The game allows us to progress, to visit other worlds and the cutscenes shows us of that progress, because of the progress we made by travelling to other worlds. When we get down to it, yes the story is rather weak and the character development could've been better. But the game's structure allowed the story to be enjoyable.
358/2 Days tried to follow a standard narrative that Kingdom Hearts always entailed... and failed because the structure of the game is not suited. Harper all you want about character development and character study, but when those little instances where I got more development from being partnered with Xion than the cutscenes that tried to make me feel sorry for her (which is the game's default of development), then you have an effectively broken narrative.
Also, Novels aren't Games. This is quite a popular opinion that got mention in my Games Culture Lesson at my University. Why was Gears of War 3 panned for its storyline when it has a Novelist Writer on board? Simple, Novels aren't Games.
Novels are extremely heavily in expressing detail, character development, story development and many other things. When Novels take their time to explain that, Games just show it. Silent Hill 2 has a heavy story, but it didn't bother you with every cutscene. Instead, it shown in the gameplay's structure. Now I'm not expecting Kingdom Hearts to be that, because after all it has done well with its current narrative structure as it is. But it would've gone a long way to help with 358/2 Days because of the Game's vastly-different structure.
tl;dr: 358/2 Days did poor because the structure of the game did not suit the narrative.
So yes, you heard me. 358/2 Days, which some members laud it to be a great example of character development in a Kingdom Hearts game, is badly executed and badly placed in the construction of the game. It's not the story's fault or the character's fault. Because when you read it in detail when not playing a game, it does have the potential to be unique and furthers the mystery.
The fact that it has a novelist writer on board (Tomoko Kanemaki ) should mean a well-written and effective story. So why didn't it work?
Aside from a poor introduction with fifteen or so days of mediocre plot development, it become increasingly more apparent that the structure of the game did not suit the story. The mission-based structure has damaged the narrative greatly, with plot development having to be plotted after a certain amount of days. You can go for missions without any plot development. That I don't find too much of a problem. What I find the problem is that it DROWNS you in it once we hit the plot development.
It feels like it's trying to cram so much information and development, that it can be overwhelming to the player. When you haven't paced your game, to ponder and care about the characters, then it's so jarring when the cutscenes call us to care about them.
For example, Xion. She stepped on the wrong foot with me (and by that, made it bleed) because she really rubbed me the wrong way. It's the typical reason why many people didn't like her. She's a mary-sue. She's the female companion that Roxas needs to care about. You get the gist.
But I kinda DID care about her once I went on missions with her. It's the missions and companion I got from her that made me cared about her. Not most of the cutscenes where the spotlight has to be on her. The missions. Heck, when I saw her in one of the missions running away, it actually GOT me to chase her.
But once you wrestle her away, keep her hidden and expect us to garner sympathy for her because the narrative demands it (after so many useless missions of 'destroy dark blob' and 'defeat x heartless'), then you effectively destroyed the development that I liked about her. There are others, much better ways to garner sympathy for her, but instead they boiled it down to a narrative structure which is in direct conflict with the game's structure.
And this is because you aren't working towards an overall goal. Instead, you're doing missions to further the story.
Why did Birth by Sleep's story worked? Simple, because the game's structure suited the storyline. The game allows us to progress, to visit other worlds and the cutscenes shows us of that progress, because of the progress we made by travelling to other worlds. When we get down to it, yes the story is rather weak and the character development could've been better. But the game's structure allowed the story to be enjoyable.
358/2 Days tried to follow a standard narrative that Kingdom Hearts always entailed... and failed because the structure of the game is not suited. Harper all you want about character development and character study, but when those little instances where I got more development from being partnered with Xion than the cutscenes that tried to make me feel sorry for her (which is the game's default of development), then you have an effectively broken narrative.
Also, Novels aren't Games. This is quite a popular opinion that got mention in my Games Culture Lesson at my University. Why was Gears of War 3 panned for its storyline when it has a Novelist Writer on board? Simple, Novels aren't Games.
Novels are extremely heavily in expressing detail, character development, story development and many other things. When Novels take their time to explain that, Games just show it. Silent Hill 2 has a heavy story, but it didn't bother you with every cutscene. Instead, it shown in the gameplay's structure. Now I'm not expecting Kingdom Hearts to be that, because after all it has done well with its current narrative structure as it is. But it would've gone a long way to help with 358/2 Days because of the Game's vastly-different structure.
tl;dr: 358/2 Days did poor because the structure of the game did not suit the narrative.