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Re: Cody Miller: No story in my entertainment plea | |
Posted By: thebruce0 <g.may@thebruce.net> | Date: 6/18/12 1:27 p.m. |
In Response To: Re: Cody Miller: No story in my entertainment plea (Cody Miller) : 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
What about choose your own adventure novels? Choices through the book. Still a single story told, created by the reader. -- because the storyteller built into their story every choice and path the reader can take, in order to tell the story(ies) they want to tell. Why can video game developers not do the same? Choice for the sake of choice that doesn't make sense for the character or plot is bad story design, not inherent to video games and stories mingling. A good storyteller creating a video game will incorporate choice INTO the storyline, realizing that the following plot and character events will reflect those choices. It's not video games+stories you're ranting about, it's bad story design in video games.
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