Advertisement

Story vs. Replay Value

Started by June 25, 2003 10:37 AM
26 comments, last by Del Snd of Thndr 21 years, 6 months ago
Don''t design for a genre - design for whatever fits the game in question best. A good game doesn''t necessarily need a good story or character development. However, would Deus Ex have been the same without these features? No. Alternatively, would Serious Sam have been a good game if Croteam had included these features? No. Determine what fits your particular game - what will make it most fun. As Ion Storm says, they have inventory in DX2 because the game needs it - but the answer to the question "Why do we have inventory?" Should never be "Because we''re an RPG."
A _Role_ playing game can also be about taking a _specific_ Role, which you designed for the player. Just like character development in a book is specific to the character designed by the author. Feel free to impose your will on the player, as long as the game is fun for your target players. You''re the designer.
Advertisement
I didnt read the posts so this is what I am gonig to say
have 2 stories. One story for good and another for evil char types. But have many side quests like in morrowind. If they want to do the story then they can otherwise they can run around and do whatever.
Interested in being apart of a team of people that are developing a toolkit that can help anyone product an online game? Then click here http://tangle.thomson.id.au/
quote: Inmate2993
story-immersion narrative game


I think this is the key. Do you want to tell a story to the player or let the player be a character in your story? Another way of looking at it would be to decide whether the game or the game play is your story. I generally prefer the latter (partly because of cost of the story, partly because of the quality of the stories).

quote: Dalik
I didnt read the posts so this is what I am gonig to say
have 2 stories. One story for good and another for evil char types. But have many side quests like in morrowind. If they want to do the story then they can otherwise they can run around and do whatever.


Why not have the side quests be part of the story? Take Fallout, there''s several instances where it comes down to "I''ll help you if you help me". You now have a side quest (it''s not needed to complete the story, nor is it the only place to get that information. In fact, he may even be lying that he has the information you need.) that furthers the story. It''s possible to do both.
quote: Original post by Impossible
I agree that replay value is very overrated and not so important, but freedom of choice, or at least the illusion of choice is important IMHO. While I don''t mind games that have you on a rail if the underlying gameplay is good, and certain games work better as linear challenges, in a RPG exploration is a big part of the gameplay and I prefer freedom over a "good" storyline.



Well said. Aren''t we supposed to be focusing on making the ''play'' value as high as possible the first time through the game?


Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao

Story == replay value. I didn''t enjoy replaying Deus Ex much until I found out Paul could be saved.

********


I am not the Iraqi information minister.
spraff.net: don't laugh, I'm still just starting...
Advertisement
True, things like multiple endings or story branches do add replay to games. A lot of this is driven not by the story so much as it is driven by the player''s desire to max out the game. This can be done without a storyline. Hidden objects, secret and unlockable characters, leveling in RPGs and even highscores all fulfill the same thing.
Just make it like the diablo games where the map changes when you start a new game. Then you have both.
50/50 Robotics and Software

This topic is closed to new replies.

Advertisement