I'll take custom made content over procedural generation myself. Calling random gameplay events story is stretching the definition imo. Not that random stuff in an open world isn't important to have. It needs to be there to make it feel alive and provide distraction. But when we're dealing with missions, I'd rather they be constructed by the devs, nonlinear and with multiple strategies.
Indeed.
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Further, the game can not react to what one has in his head. If the game is all about make-believe it's not really a game at all anymore but an interactive platform to imagine things on top of. I've never found that kind of gameplay fun in the slightest because there's ultimately no point in that because it accomplishes nothing In the game, that is -- I don't mind if a person finds satisfaction in such activities, and can imagine all those things like the oddball Oblivion and Skyrim players who have 1000 hour characters pretending to be cityguards (while they're not because the game doesn't recognize that) with schedules and everything.
I'm agreeing what Chris Avellone has to say about storytelling in videogames - in that it's the mechanics and their design you have at your disposal that help create a lot of the flavor and variety in the storyline (not makebelieve, but actual reactivity of the game; of course there still needs to be good writing to keep the storyline and its reactivity interesting, keep the player interested and going, but you get the point):
http://kotaku.com/5900248/david-gai...-matters-most-in-games-the-words-or-the-worldAvellone's response, meanwhile, challenged the idea that the story a game designer can write matters at all. Instead, he explained, the systems that designers put into a game can let the player tell their own, more compelling story. He had found that perhaps the best role of a narrative designer was to "ultimately let the systems and the player's interaction with those actually create their own story." He cited experience with Fallout: New Vegas, describing the way a player brought more to the game than he could ever have intentionally written in:
One particular example that comes to mind is .. Josh Sawyer, who was playing through Fallout New Vegas for the second time. And he decided to piss off both factions in the game, who hate each other. And when you piss off either faction in the game, assassins will attack you, which is pretty typical for showing reputation mechanics in games.
But because he had chosen to piss off both factions, which is something we hadn't accounted for, he woke up in the Mojave Wasteland one morning to find that both assassin squads had spawned in but rather than attack him, they launched at each other, murdered each other, and Josh just went by, whistled, looted all their corpses... And I could have spent like a month and a half trying to do a narrative design solution that would set up that situation, but because of the mechanics Josh was able to have a story all his own because of his actions in the environment.
do you think the advantage of baseline combinations, where you generate manipulateable characteristics for people and objects, might help avoid the sneak/shoot/charm trap? Or would it just put a clumsy, bland face on the mechanic?
I'd first ask why do you consider it a trap? As if to suggest the three (distinct) way optability is a bad thing.
I don't fully get what you mean by manipulatable characteristics here. Doesn't everything ultimately fall under the umbrellas of either "diplomacy", "action", "stealth"; or the combination thereof, whilst design allowing?
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