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Original post by Shinkage
I think this feeds more into something else. Game writers up until this point have focused almost exclusively on plot, virtually ignoring other literary elements. What''s funny is that for compelling stories, plot is generally considered one of the least important elements.
The first step toward eliminating current literary woes in the gaming industry is to integrate deep characterization and theme into stories.
This is a great point, and I''m surprised folks aren''t running with it! In the game System Shock, plot (beyond quests and tasks) was pretty much minimized, but characterization was really played up. As a result you got (or at least *could* get) emotionally envolved with the lost crew and their fate, even though it was all through logs and messages.
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As long as games focus so much on just plot, it''s always going to be a matter of go to place A, commit act B, obtain object C, etc...
I totally agree!!! But when place A is the cell of a legendary but now embittered warrior about to go to the gallows, and act B is to free him of the guilt of losing not only his child, but an entire war, and object C is the evidence held by the scheming Viceroy that will make a deal with you if you only just sell your soul... well, then I think that''s cool, and you''re on the road to overcoming some of the significant problems that narrative brings to gameplay.
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Just waiting for the mothership...