I'm afraid I'm going to have to disagree with the OP's statement. And the reason why is included in the very first post: Morrowind.
The ONLY thing that kept me playing Morrowind (or Oblivion for that matter) was the story. I did the main quest line, and a few significant quest chains for both (ie guild quest lines), but once those were done, I couldn't bring myself to play any further. Same goes for Fallout 3, but that was more because of the huge slap in the face that was delivered to you in its ending. Nothing will excuse forcing fans to wait to buy DLC to
prevent a completely ridiculous plot railroad.
Now don't get me wrong, I enjoyed all Bethesda three games (even though I
think those responsible for Fallout 3's ending should be punished severely), but the story is what keeps them going. Once the story is finished, I have no desire to keep playing, which means that the gameplay itself is uninteresting. Sorry Bethesda.
For an RPG, story is the driver of the game. At present, no other gaming genre relies so heavily on story in order to keep the player interested. Though many gaming companies have realised that a coherent story is an excellent way to increase immersion and interest of players for a game that they already enjoy. The first famous example I can think of this was Starcraft. Blizzard (stated that they) made a concerted effort to include an interesting and engrossing story for the players to experience as part of the main campaign.
The idea is that the story supplements gameplay that is already interesting for the player. People love stories, and if you can make them care about the setting or the characters within the game they are playing, in most cases, you've increased the enjoyment of the player significantly. Why do you think CoD4: Modern Warfare was so popular? It was because it was like an action movie with a interesting plot that pulled players in. Combined with good gameplay, it created a horde of fanboys that went out and made the ill-advised decision to purchase the horrendously overhyped and yawn-worthy MW2, which had a ridiculous "plot" and practically made a mockery of its predecessor.
The idea that story is essential to a game is a fallacy. A game with an amazing story but horrendous gameplay is still a horrendous game. Yes, players love a story, but they will not see their way past hideously dull gameplay and a bug-ridden experience to finish it. And there are many genres of games that have no plot to speak of and are huge sellers: Any sport game, beat-em-up (disagree with me touting DOA's "plot" if you will, but that's a very weak argument), puzzle games, guitar hero (or any music/rhythm game for that matter). These aren't small examples, but games that have sold in the hundreds (if not thousands) of millions. Gameplay should never be shortchanged for the sake of plot, as gameplay is what makes a game a game and not a book or a movie. Hence why I will never ever buy Heavy Rain, because I do not consider Quick Time Events to be a gameplay mechanic. I can't think of anything more boring than playing through a 10 hour narrative where I, as a player with a controller, never get to do anything more interesting than follow some button directions on screen.
However, from an RPG perspective, I do see significant merit to the OP's argument that story is gameplay. Dialogue is a big part of an RPG, and it can influence some aspects of the game fairly significantly. This is where I'm going to have to blow my BioWare fanboy trumpet and state that for the most part, BioWare have done the most in having choices affect the story. Some of the decisions you make in ME1, ME2 and Dragon Age have colossal effects on the game world itself, and some pan out to affect on the game later on. (Though I do concur that this perhaps had less effect on ME2 than BioWare had led fans to believe) And yes, just for perspective, in FO3 and NWN2 (particularly Mask of the Betrayer) you can do some fairly significant things as well.
So the argument then is that dialogue itself is a gameplay mechanic. Logically, where the player's decisions within dialogue will have an effect on the game itself, it then becomes a gameplay mechanic. But in terms of a gameplay mechanic, it requires nothing of the player. There is no skill involved in choosing a dialogue option (or if there is, then it means the dialogue is very badly written!), and there is no means for one player to be "better" at dialogue than another, which means it's not really "gameplay" as such, or it's a very bad gameplay mechanic from a gaming perspective.
This is the point where I must say that I love BioWare games for the sheer amount of dialogue they have, and I typically regret the lack of depth in NPC interaction I get in RPGs from other developers (Obsidian's work is probably the only exception). So I love dialogue, but it's still not a gameplay mechanic.
Story is a huge driving force for gamers to play a game, but without enjoyable core gameplay, or the ability to greatly affect the outcome of the story (and that's still very difficult to do at this point in time because it requires "MOAR!!!" in terms of content, hence development time and money) the "core gameplay" of an RPG is still pretty much limited to its combat. If that is not enjoyable for players, then the RPG likely has a bit of a problem.
Modifié par AmstradHero, 01 mai 2010 - 10:20 .