nicethugbert wrote...
DannJ wrote...
nicethugbert wrote...
There is a conflict between telling a story and giving the players choices. There are no choices in books and movies other than to continue or stop.
That only applies to telling *a* story. If you write several possible stories into a module then the player can choose which of those story paths to follow. This was used in MotB.
Or you can provide the bare bones of a story (otherwise known as a 'plot') and allow the player to fill in the details based on their choices (as with the OC). The start and end points may be the same, but the journey is just as important as the destination.
RPG games should never be compared to books or movies anyway (except perhaps for the 'Choose Your Own Adventure' series of books). If you want to force a very specific story on the player and tightly control everything they experience, then the whole module may as well be one long cutscene.
No matter how many stories or choices you put in a module you always get people diappointed that they did not get the story or choice they wanted. You get many people who's prefered choices run entirely counter to the story. Plus, mod builders have limited time. Those are the conflicts I had in mind.
Incidentally, I like cut scenes. I like very good cut scenes a lot. Dialog on the other hand, needs to be managed. For instance, ME2's final act, ACt 3: Suicide Mission, has got to be the best gaming segment I have ever played. You are stranded on the enemy base where you have to hurry up and destroy the base, naturally, but, your ship crash landed so it needs to be repaired in time to escape.
In that case, the cut scenes were great. They worked with the story to move it along. Some of the dialog was mechnically necessary because you need to assign tasks to your squad members( fire team leader, hacker, etc.) but, if by the end of the game when it's go time and the action and cut scenes fit perfectly together, you still need to make dialog choices to express yourself, then something is wrong. WTF was your character doing through out the rest of the game? Maybe I'm seeing it this way because my character had maxed out his paragon rating and I played the game with that goal in mind. (ME series has a simply bipolar morality system.)
But, at that point, cutscene and action ans story fit so perfectly together and I had played my character so consistently that my dialog choices seemed like the only choices so I did not appreciated the interuption in the flow of the game to have to make them.
I think, that in a module there needs to be a time to stop the dialog and let events unfold as they have been built up.
this is an opinion, not the rule.
Of course, no matter how well you did, you'll find someone disappointed "because the module doesn't support Kaedrin pack", or "you cant kill them all in the end", but you can't please everyone, you have to work in order to please the majority. This principle is for the books as well.
But it's not true that giving the choice of another branch of the story means you're not telling a story at all. In all the Jedy Knight games, for instance, you can chose between dark side or bright side, and your choice alter the plot, but they're still great stories.
You say there are a differences between books, movies and games... of course there are, it's a different concept. Books and movies are not interactive, games are. In a movie or a book you're just the audience, in a game you are the main character.
But, still, there is a story.
Even if you can alter the plot, you can't, for instance, prevent an earthquake or stop an army of thousands or prevent the famine. There are choices you make that can actually change part of the story, others that will not.
Of course is different, but there is a story, otherwise is just a sandbox, infinite choices, but no story at all.
That's why they're called "story-driven" adventures.
But I agree, books and games are different.
Modifié par Artemis Absinthe, 21 mars 2012 - 02:41 .