AlanC9 wrote...
This seems workable as long as the different choices converge after a bit. Whatever happens on that ship, you still have to get all the players to end up in the destination port or you've really dug yourself a hole.
Yes, yes, it has to converge after a bit. There must be some pivotal scenes in the multi-linear narrative common for all the lines. Everything must be essentially the same story, but with different paths.
Somehow like this:

It needs to make much more content than which can be seen in one playthrough, but it really makes (spiced with cosmethic changes for minor details) every playthrough different from each other.
And then, ok, screw side missions and random exploring.
Also I think this is the way to develop gaming storytelling. It's not about copying cinema or novels, but making something impossible for them and take it to the limits.
The problem with current design technology is that new areas seem to be real time-sinks, and building more of them than you absolutely need builds up fast. So in NWN2's OC you can't even try the overland route from Highcliff, and in DA2.... but let's not even get into that. (Sometimes I wonder if we wouldn't be better off if area design worked like NWN1's tilesets and everyone just accepted the lowered quality).
Some engines seems to be managing scenarios bigger than what is needed. Even with all their bugs, bethesda ones are not bad doing that, the same for Cryengine and Cryengine 2. Frostbite seems good too. The same goes for the one used in Saints Row 2 and 3, and for Geomod Engine (Red Faction). Even in 1999 Descent 3, from Outrage, was able to manage really big scenarios without having many problems.
Most of those games doesn't have a real "narrative flow", but that is not a technology issue, just they didn't try. But that's just about scripting. If done right, and giving them some randomness, scripts should be unnoticeable.
The sinking ship is just an example (but a similar scenario was somehow-succesfully done in the low-budget game Hydrophobia - PC version, which is very different to XBOX one), it could be an escape from a spaceship (like it could be happening in ME), were sections are blowing up after some time (and not waiting for the player to get out, if your are there when it happens, you die), so they could be separated in the same way as they are in ME, but with more than one route (you could put alternative paths after elevators LOL).
It's just not making the whole scenario a straight line with all the alternative routes conveniently closed, but giving the whole area, and giving the playear a visible reason to be fast (and not just a countdown). But, if fast enough (or curious enough in places where you don't need to hurry), player can explore the settings, knowing that it may lead to failure (or to just wander into useless rooms).
Giving the full scenario gives the chance to do things in different ways, and also to have different outcomes depending on which way did you choose.
Maybe the "draw a full complex and manage it real time" thing is too much to nowadays consoles, but PCs can handle it for sure, and future consoles should be able to do it.
Modifié par Alex_SM, 19 février 2012 - 11:15 .