Interesting views, OP - some I agree with, but I also think you've missed some key connectors between them.
How you present the story (compact, side-quest driven, starting place; four locations; ending place, open world) doesn't actually make a great deal of difference. Bioware's past games and the Fallout, Deus Ex and Thief series all sold well despite presenting the story in very different ways.
Where the story was important (it wasn't in all of the above) what mattered was that it engaged you. You wanted to get revenge on a git who betrayed you, or find out what was going on, or decide how it would all end.
...but backing that up, graphics, gameplay and style all need to mesh together and be consistent with the story. As an example, the Dark engine used for Thief was built to handle light and shadow very well (for its time), because these were critical concepts to the gameplay. The gameplay itself had you moving slowly, cautiously, stealthily...because you're a thief, and not a fighter. And the medieval magic-meets-steakpunk style was carried off well. On paper it should have been a disaster, but everything was presented from a realistic standpoint. The unusual and unexpected magical or technological bits worked realistically within the world and didn't disrupt an otherwise fairly gritty setting.
Things like character customisation, good crafting systems, pre-rendered cinematics - they're all more like icing on the cake. The core of an RPG-style game is building a setting you can lose yourself in, characters that you engage with, a story / plot that draws you in, that's fun to play (easier said than done) a world that handles suspension of disbelief consistently, that gives you a clear and consistent relationship with your own player character...oh, and if it has pretty graphics and all that other jazz then great.
Just to expand on the suspension of disbelief, as an example - rogues teleporting and their backstabs causing bodies to explode requires quite a bit of it. That doesn't mean its not awesome (at least to some people), or a bad move, but its the type of shift people feel very strongly about if it happens mid-series - and worse when it happens out of the blue.
And for consistent relationships with your own player character, what I'm getting at is that if you're able to make them 'your' character, then it jars horribly when the game takes control of them and makes them do something for plot purposes that goes completely against what you thought your character was. And it doesn't feel all that much better if you have to mutely watch as your companions do something similar. Or when what you thought you were going to say is absolutely nothing like what the voice actor goes on to say.
Modifié par Wozearly, 09 octobre 2011 - 04:27 .