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Posted 10 May 2012 - 05:01 PM
Posted 13 May 2012 - 07:14 PM
Edited by jefferytitan, 13 May 2012 - 07:15 PM.
Posted 14 May 2012 - 01:52 AM
Posted 16 May 2012 - 02:25 PM
Edited by DadeLeviathan, 16 May 2012 - 02:26 PM.
Posted 17 May 2012 - 03:23 AM
Firstly, story is not what drives a game's budget. In most cases (outside of very select studios like Valve, Obsidian, Bioware, etc) story is done last. They make the assets, levels, etc for the game, and then a narrative designer is contracted to basically explain how everything fits together. This is the reason why so many game stories are either incredibly cliche, or feel tacked on.
Secondly, I have to disagree with you on how story should work. In Story-driven games, such as Dragon Age, The Witcher, Baldur's Gate, etc, the player knows exactly what they are getting into. They know that this is a story driven game. To say that this is unfair to the player, is similar to saying that a shooter is unfair to the player because it isn't a turn-based strategy game.
Additionally, even in open world games or games without story, you still only have a set amount of ways you can deal with a situation. I cannot, for example, run up in Serious Sam and attempt to talk a Gnaar out of trying to kill me. My options are: A. shoot it; B. Run away while shooting it; C. run away. I have no other options than that. So to say removing story will add more choices allowable by the imagination is, sorry to say, quite ridiculous.
A video game is designed by a group of people who each have their own imaginations and ideas. Any game, regardless of the presence of story, will only have a set amount of ways you can deal with issues. Games that push story to the back can easier give an illusion of larger choice, but in many cases actually have fewer choices than in-depth story driven games. For example, let's take Elder Scrolls. When I get a quest I have two initial options: Run off and don't do the quest and just run around, killing things and looting things, or take the quest. That is a binary choice. Now when I take the quest, let's say I am told that I need to clear a cave of goblins. My choices are: Clear the cave of Goblins and Don't Clear the Cave of Goblins. Once again, I have a binary choice. Sure, in a game like Elder Scrolls, the combat system allows me to choose how I clear the game of goblins, but this has everything to do with mechanics and nothing to do with the presence of story or lack thereof.
Do some games work better without story? Yes, but to say that only interactive drama type games should have an in-depth story is nothing short of ridiculous to me.
Edited by meeshoo, 17 May 2012 - 03:29 AM.
Posted 14 June 2012 - 02:56 PM
Posted 18 June 2012 - 03:22 PM
Posted 18 July 2012 - 05:43 PM
Posted 19 July 2012 - 04:20 AM