It might be that the industry is too profit-driven and doesn't invest enough resources in creating engaging narratives. Or maybe there's a lack of creative talent specifically focused on storytelling in game development.
One reason could be that there's a rush to release games, so not enough time is spent on developing a good story. Also, maybe they're trying to appeal to a wide audience and sacrifice depth in the story to do so.
One reason could be that coming up with a great story for a fighting game is challenging. There's a lot of pressure to make the combat exciting, and sometimes the story gets overlooked. Another factor could be that developers assume players are mainly there for the fights and don't invest much in a complex story.
They allow for immersive experiences. You become part of the story and make choices that shape the outcome.
I don't think that's a fair generalization. Some Capcom games have great stories, but it might seem bad to some due to personal preferences or expectations not being met.
This problem involved the selection of web novels and the production of audio novels. In terms of web novel selection, many authors would consider their interests, hobbies, writing style, and audience groups when choosing a theme. However, due to the increasingly fierce competition in the online literature market, many authors spent their time and energy on writing, resulting in the inability to fully explore the potential of the subject matter. In addition, some authors might choose more conservative topics and not be willing to take the risk to try new or untried topics, which may also cause them to be unable to choose good topics. In the production of audio novels, because audio novels were mainly read by machines, the quality of the material selection had high requirements for the technical level of the voice actors. If the material selection was not good, it would cause the voice actor to be unable to accurately and vividly read it out, thus affecting the listener's experience. In addition, the production of audio novels needed to consider factors such as copyright and revenue. If the choice was not good, it might involve legal issues and economic losses. To sum up, there were two main reasons why most audio novels were poorly selected. First, the choice of subject matter was not accurate enough. Second, the production level was not high enough.
Most of Liu Lanfang's storytelling did not have an ending because the ending was usually imagined by the audience, not created by the author. This was because storytelling was a traditional oral art form. In the process of listening to storytelling, listeners often formed their own story plot and ending according to their own imagination and plot development. Therefore, storytellers usually did not give a complete ending directly in the process of writing storytelling. Instead, they would leave some suspense at the end for the audience to imagine and explore. This kind of open ending not only increased the artistic charm of storytelling, but also attracted more listeners to listen. Of course, there were also some storytellers who would give a complete ending in their storytelling. These storytellers were often more classic works, and the audience was often more familiar with the story and ending.
Games with stories offer more than just gameplay. They give a sense of purpose and direction. Also, a compelling story can attract a wider audience and create a memorable experience that players will talk about.
Storytelling is a traditional broadcast art form that tells stories and narrates history, legends, myths, etc. It is usually sung by an experienced storyteller in the local dialect. The charm of storytelling is that it can convey the plot, characters, and theme of the story to the audience through the art of sound and language. Not only can it attract the attention of the audience, but it can also resonate and communicate emotionally with the audience. There were several reasons why parents were willing to listen to storytelling: 1. The storytelling is attractive: the storytelling is rich in content, the plot twists and turns often use vivid metaphor, image description and humorous language to make the audience have a strong interest. 2. The tone and rhythm of the storytelling is suitable for the family atmosphere: The storytelling is sung in the local dialect, and the tone and rhythm are slow, which is suitable for listening in the family, so that the audience can enjoy a relaxed and comfortable time. 3. Storytelling can convey cultural content: Storytelling often tells stories such as history, legends, myths, etc. The cultural content and wisdom behind these stories can inspire and reflect on parents in the process of listening to storytelling. 4. Storytelling can relieve parents 'stress: Storytelling often tells stories in a relaxed and humorous way, which can help parents relieve work stress and life stress, and bring a pleasant and relaxing experience. Storytelling is a traditional broadcasting art form with a long history and profound cultural heritage. It can bring joy and relaxation to parents in the family and relieve their stress. Therefore, parents are now willing to listen to storytelling.
Many indie games are made by small teams or even individuals. This means the story can be more pure and unfiltered. There's less corporate interference. Indie games can explore niche themes and emotions. For instance, 'Oxenfree' has a story that deals with friendship, loss, and the supernatural in a very engaging way. It's these unique aspects that make indie games good for storytelling.
Pingshu Network was a website that specialized in providing storytelling. Pingshu was a traditional Chinese folk art form, usually narrated by a storyteller in a teahouse or library, and the audience could listen to it at home or in the teahouse. At present, there were many storytelling websites in China, such as Himalayan PM, Penguin Listening to Books, Dragonfly PM, etc., which provided storytelling content of different styles and schools.
My answer may not be accurate enough. Both Tian Lianyuan's and Shan Tianfang's storytelling were broadcasted on video platforms. However, it seemed that Shan Tianfang's storytelling was not available on all video websites, while Tian Lianyuan's storytelling could be found on all video websites. This could be due to copyright issues or other factors. You can search for the name of the story on the major video websites to find the corresponding video.