Quote:Original post by Kylotan
If the story is important, then it's quite clear that the story may place requirements upon both the rendering and the gameplay. That in turn can place requirements upon the engine. To think otherwise is mad.
Games that revolve around a central type of gameplay don't need a story to completely flesh that gameplay out. That doesn't mean the story is unimportant.
However, I can imagine Final Fantasy type games not really possessing a central type of gameplay, and needing an ever changing gameplay engine. In my experience, "enthralling" doesn't describe the gameplay for these games. And I would wager it's because most of the scenarios were written on the spot for the story.
Quote:If my story dictates that I fly between planets and fight off enemy spaceships along the way, then that places significantly different demands on the implementation than if the story dictates that I sneak through deserted catacombs under a city.
That still sounds like part of the setting and gameplay style, rather than being related to a specific story. I mean unless you can only travel once or twice, and the gameplay while traveling is extremely generic.
Quote:If the story indicates that I do a lot of negotiating and diplomacy, then the engine will need to support more advanced dialogue. And if all I do is shoot aliens, the engine may not need it at all.
None of this is related to a specific story. It's all gameplay style. No one is going to build a circuit racing game and write a story about a desert salesman.
Quote:It's no good to say that it can all be done in scripting. Script is just an easier interface to the code. Functionality still needs to be supported by the engine, as there are things you just can't do in script alone.
There's no doubt that you'll have to go back and make changes because of things you never thought you would need. Especially on your first go at it. But this happens regardless of a story. Beyound this one limitation, scripting can be used to do anything.