Raya Wolfsun
Addicted to Mentats
I've been puzzling over this statement I found in an online article (you can read the whole thing here).
I agree that if you're telling a story, there has to be some degree of linearity - a clear starting point and ending point at least. But does giving the player choices about the middle really mess things up?
Personally, I think it is key that games are a form of interactive storytelling. If I want a fully worked-out story delivered to me, I'll read a novel or watch a film. But isn't the beauty of games that you are positioned within the story? And what is "playing" such a game if not the ability to make choices that have consequences upon the game world (however limited they may be)?
What do the rest of you think?
I could say that unlike this author, I do enjoy a good dose of "extracting my own fun". Some of the games I've most enjoyed are ones that allowed a lot of choice (Fallout 2, Shenmue). At the same time, storytelling is a very important component of video games for me - and I must admit that the games I've played with the best storytelling (Dreamfall, Broken Sword) are quite linear."I don't play games because I want to extract my own fun, I want to play the fun that was made for me by professional fun-designers. [...] If you want to have a linear story - and you will if you have any kind of story, because non-linear stories don't and will never exist no matter what anyone tells you - then any freedom you give the player to mess about and do side-quests will distract from the pacing.
I agree that if you're telling a story, there has to be some degree of linearity - a clear starting point and ending point at least. But does giving the player choices about the middle really mess things up?
Personally, I think it is key that games are a form of interactive storytelling. If I want a fully worked-out story delivered to me, I'll read a novel or watch a film. But isn't the beauty of games that you are positioned within the story? And what is "playing" such a game if not the ability to make choices that have consequences upon the game world (however limited they may be)?
What do the rest of you think?