Quote:Original post by Jotaf
So if it goes on and all there is is a kind of a Sims game, it's not goint to be much fun for most of your intended audience.
I think this is vital. MOST gameplay is cyclic and repeating at the moment to moment level, with the exception being puzzles. You hack, or you jump, our you steer, or you shoot, etc.
So your point would suggest that as soon as an interactive experience becomes cyclic, it can no longer be a story? Because what the OP model is the idea that the traditional story elements (relationships between characters, motive assessment, conspiracies) be cyclic, theoretically with the player being responsible for how well the story is going (i.e., if things keep seesawing, you'll have to try something different).
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I think that the single most important thing that can bind all of these low-level gameplay "atoms" together is purpose. Interaction is just a set of rules that supports this. Random things like accidents and stuff belonging to that category can happen like in real life with seemingly no apparent purpose. But anything else -must- have purpose. By "purpose" I mean, it is the direct or indirect result of a "sentient" creature (simulated of course) trying to achieve an objective. In your example scenario, the natural question that the player asks is "why?". Why is this happening? If the answer doesn't make sense, the "story" doesn't make sense. The only way to answer this is "because character X wants to do Y" (there could be a chain reaction of events so that a character's action could end up being the cause of whatever is happening now).
As an aside, purpose is sort of suggested a bit ("you all have the same goal, but for different reasons"). The challenge here is that from a first person perspective (in story-terms, NOT gameplay terms) you may not know the purpose of others.
Worse, yet, you may come to the wrong conclusion. Now that is one of the major advantages of a tightly scripted game that limits your freedom but makes certain that you are exactly where you need to be for a revelation or turn of events to count.