Open ended vs linear storytelling.

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badgersprite

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Sep 22, 2009
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I like open ended stories, when done right. I like games that have multiple endings, especially if the outcomes are really different, because I think that's a clever way of using the medium. I don't think we've gotten to a point yet where we're really capitalising on the possibilities though.

Personally, I think more games should incorporate branching story paths. For example, if you make one choice early in the game, it causes the story to progress in a different direction, and locks you out of a different path for that game. You uncover, say, different things, or encounter different people, or find out things at a different time.

It can be as simple as having good and bad endings - one where you failed missions and lost, causing different things to happen and making the story progress a different way (eg Kessen. I think True Crime did this a bit too) - or it can be as complex as having things you say and do altering the game completely, having certain characters not help you, or put you into totally different situations, or even change the plot of the story in an awesome, mindfucky way, like changing who the bad guy is.

Games should take advantage of what makes them special. The basic framework for this is already there. More games just need to use it in a clever way.
 

Manji187

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Jan 29, 2009
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badgersprite said:
I like open ended stories, when done right. I like games that have multiple endings, especially if the outcomes are really different, because I think that's a clever way of using the medium. I don't think we've gotten to a point yet where we're really capitalising on the possibilities though.

Personally, I think more games should incorporate branching story paths. For example, if you make one choice early in the game, it causes the story to progress in a different direction, and locks you out of a different path for that game. You uncover, say, different things, or encounter different people, or find out things at a different time.

It can be as simple as having good and bad endings - one where you failed missions and lost, causing different things to happen and making the story progress a different way (eg Kessen. I think True Crime did this a bit too) - or it can be as complex as having things you say and do altering the game completely, having certain characters not help you, or put you into totally different situations, or even change the plot of the story in an awesome, mindfucky way, like changing who the bad guy is.

Games should take advantage of what makes them special. The basic framework for this is already there. More games just need to use it in a clever way.
Have had similar ideas in the past. It can be done but is probably rather intensive in terms of programming. Maybe if we'd all just cut back on the magpie factor and demand actual substance...