quote:Original post by Nazrix
Also, I think it would wonderful giving the player info about a situation, and letting the player take the inititive of reacting to it. Like, if info leaks out to the player that the king is going to be assassinated. The player could choose to go to the king to tell him w/ consequences of perhaps the assassins coming after the player. The player could choose to speak to the assassins and help them along w/ other possibilites. The important point of this is that there would not nessessarily be someone telling the player to go protect the king, the player could make decisions based on the info.
I see your point. Rather than having the ''hero'' running errands for some guy you let him decide himself.
But there''s a problem with that, I think. How will you insure that something interesting is happening that the player can react to? What will drive the assasins to try to murder the king in the first place? Unless you have some really amazing AI for all the NPC''s in the game, I see no way to avoid some heavy scripting of events. And to keep events comming you would need even more scripting which would eventually lead you to a linear or semi-linear story. If you do not have this kind of on-going plot-driven scripting your world would eventually be a very dull place where the NPC''s just go around doing basic daily tasks, which would be all their AI could handle.
If you want to make an interesting single-player game I see no alternative to having a story or a plot.
Until now I have seen 3 different classes of ''endings'' for such a story discussed in this thread:
1) Failure
Failure generally happends when your character dies or when you make a (bad) choise which would otherwise make it impossible to reach the (intended) onclusion of the story. Failures can possibly be slightly varied to portray the players progress so far.
A question on interactivity could be to what extend the game should allow failures (if at all). Personaly I hate games where you die because you accidently steped off a cliff or took the wrong doorway or did something else that was not intended. On the other hand I also hate games that keep telling me ''You can''t do that!''
2) Semi-conclusions
Endings where the game reaches the conclusion, but where the conclusion is slightly modified to reflect the path taken to reach it. For example reflecting on the loss of a NPC which could have been avoided by taking another route through the game.
In my experience, these types of endings often detoriates into just being alternate ''Failures''. When trying one of these I don''t feel as if the game really did come to a conclusion, although it (i.e. the final movie) said it did. I think Landfish''es original post was really on the value of these kind of endings, am I right? Do they add to the game or do they just devaluate the ''real'' and final conclusion?
3) THE Conclusion
This would be the real and final conclusion, the climax of the story. It should solve the inital concflict introduced in the opening in such a manner that the player feels some sort of accomplishment and reward, and should not contain ''loose threads'' which urges the player to try over in the same way as the semi-conclusions did. The conclusion could be slightly modified to fit the choosen character/path, but must still be ''fullfilling'' for the player regardless of which of the conclusions the player sees.
The question on interactivity for the final conclusion would be how varied we should allow the conclusionions to be. If the game allowed choosing between different characters to play (male, female or whatever) modifying the ending to reflect that would propaly be a good idea. It would not harm the story or distract from the ''message'' of the game.
But if the central conflict/story/plot evolves around a war between two states the player could potentialy decide to side with the ''wrong'' state and solve the conflict by aiding the ''evil'' king in killing the ''good'' king. Is it desireable to allow this kind of freedom? Should the outcome be classified (and portraied to the player) as a failure? Or as a semi-conclusion? Or should we acknowledge the players choice and make it a full conclusion equal to the intended one even though it would completely contradict the original (intended) ''message'' of the game?
Regards
nicba