Archived from groups: comp.sys.ibm.pc.games.action (
More info?)
Werner Spahl wrote:
> On Mon, 11 Apr 2005, knight37 wrote:
>
>
>>Nah. I like having the developers build out a puzzle and me solving it,
>>and I like it to be relatively linear, so I know I'm making progress. And
>>that makes the story better, since the story writers know what you're
>>going to do in what order so they can make the story flow better.
>
> Principally I agree with you, except there wasn't much of a story in HL2
> to begin with and lots of modern games from NOLF and Thief to FarCry and
> VTM:Bloodlines managed to provide alternative routes now and then without
> sacrificing the story and therefore did hide their linearity much better.
As far as __story_ goes, there aren't many computer games that could
match a decent piece of fiction. That's sort of to be expected, since we
play the games to _play games_; if we wanted compelling fiction, we'd
read Saul Bellow. (There aren't even many movies which match written
fiction, so this isn't exactly a snipe at games.)
So a computer game, when it has a story, more or less uses it to provide
situations where we can do game-like things, like shooting, sneaking,
trading credits, hunting enemies, and the like. Usually, games tend to
be "linear" in the sense that the story follows one distinct path. The
map levels follow one another in a distinct order; "solving" the maps
may have a narrow solution (Half-Life) or several solutions (Deus Ex),
but it's still a single "path."
I suspect that one possibility for the future of gaming would be stories
which really _do_ branch off, with some decisions revealing whole maps
which may not be revealed with other decisions... and game endings which
really do vary, based on decisions made by the player. The Deus Ex games
were a good start on this.
And the upcoming Unreal engine, with its capability of swapping in level
data on the fly for bigger worlds, offers some really neat
possibilities. If you make one choice, Region A could be a happy, living
city... but make another, and it's a barren wasteland.
This could lend itself to games in which you're never sure you've
"completed." You may play through some levels, accomplish some kind of
goal....but you play it again, doing things differently, and find an
entirely different ending, or several maps you didn't reach before.