3 ms·
If you're not going to have choices matter, why make the story in an interactive medium at all? Branching paths require a lot of compromises, but there are stil
by lmm 2y ago
If you're not going to have choices matter, why make the story in an interactive medium at all? Branching paths require a lot of compromises, but there are still things you can do much better with handwritten stories than in a sandbox style.
- chii 2y ago> why make the story in an interactive medium at all? have you not seen the success of the COD Modern Warfare franchise? Their single player game is essentially an on-rails shooter, with pivotal story points completely scripted (you "press the buttons"). There's no choice, there's no branching (of the story). But people like to shoot, like to run around, etc. It feels like they have control, and it feels like the heroics in the story is their contribution.
- lmm 2y agoI thought we were talking about a story-focused game, which that is not.
- mnky9800n 2y agoHalo is the same. It is essentially a very long hallway with enemies to take care of before you can move to the next hallway. Also, I recently played through the first Halo again and it was still quite fun.
- watwut 2y agoYou skip through the "pivotal story points" and ignore them.
- zelos 2y agoIsn't that dismissing 90% of games? The story can exist purely to give emotional context to the action of the game.
- lmm 2y agoI meant in the context of a story-focused game, which is indeed less than 10% of games in general.
- zelos 2y agoOh, in that case I agree then: linear story-focused games feel like the developers misunderstood the concept of 'game'.
- spencerflem 2y agoThey're good too! See: the 'walking sim' genre (<3 beginner's guide) or interactive fiction like Turnadot (once rated #49 of all time) https://thebeginnersgui.de/ https://thebeginnersgui.de/ https://www.ifarchive.org/if-archive/games/competition2019/Turandot/turandot.html https://www.ifarchive.org/if-archive/games/competition2019/T...