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Re: Cody Miller: No story in my entertainment plea | |
Posted By: Cody Miller | Date: 6/18/12 12:38 p.m. |
In Response To: Re: Cody Miller: No story in my entertainment plea (Cody Miller) : Huh? A set of rules governing interactions can be incredibly compelling. E.G. : Halo, Brood War, Sim City, Quake, Metal Slug, Go, Chess, etc. Those are : all fun to play - compelling. : Because in a good story, everything flows logically and dramatically from the
: When you allow your audience to make choices, you basically destroy that
I'll cave and admit there is kind of a way to make this work. In Indiana Jones and the Fate of Atlantis, you are offered a choice of which 'path' you want to take. Fists, wits, or partner. Your choice determines how the rest of the game plays: fists is action oriented, wits is puzzle oriented, and partner has you working with sophia. Here's the catch: you make the choice AT THE VERY BEGINNING OF THE GAME. This means there's nothing before to undermine, but it also means you won't be making story choices as the game goes along, so I guess it doesn't really work in the sense you are thinking after all.
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