Sylvius the Mad wrote...
They haven't really specified that their core objective is a tightly-woven authored narrative, so I'm going to keep pointing out that they can offer story-based games, with story-driven gameplay, even if they don't control every aspect of that story.
They do seem to be trying to control more and more aspects of the story, what with their cinematic presentation and depth-of-field effects, with the voiced PC and companions who act idependently. But they don't have to do that. And I'm going to keep saying so.
Well, yes, I think they do have to do that if they want to
excel at making
story-based games. That's my point. If they only want to go so far with the process, and keep the story open and undefined enough accomodate the form of roleplaying qua computer-assisted fantasizing that you describe, then that's another story (pun not intended). There's nothing wrong with that, but it's not story-based gaming in what I would call its highest and purest form -- which, as I argued, requires a detailed, purposeful, integrated, and
plot-driven narrative structure.
The flip-side of your observation about a tightly defined (plot-driven) story inhibiting free-form role-playing is a point that I've frequently made in discussion of my own mods. That is, that trying to accomodate free-form role-playing inhibits creating a plot-driven narrative structure. I build NWN mods and this particular kind of development is actually my specialty, so I do have some experience with this. And that experience says that there is only so far you can go with crafting a compelling story while still leaving the player's options open enough for the kind of thing you're talking about. Past that point, you have to start making tradeoffs. Do I sacrifice the details and specifics needed to craft a compelling story for player flexibility, or go the other way?
My point is that I think there is only so far you can go in terms of creating a compelling storytelling experience with what you're calling an "emergent narrative." Beyond that point, you
have to focus on using an
authored narrative. That's because in really good storytelling, plot-purpose and the sequence of events need to be integrated to work together to create a compelling player experience. A "one size fits all" structure and events that accomodate too wide a range of motives, by contrast, has to be too un-specific to accomplish that goal.
Modifié par AndarianTD, 29 juillet 2010 - 08:49 .