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Original post by Wavinator
I do grant you that it becomes mechanical, but unless there's a gameplay purpose to them, it's not going to stick. I can't tell you the number of people, myself included, that find themselves saying "yeah yeah story blah blah whatever-- what does it do for me in game?" That's not to disrespect the people who really care about the intricacies of how someone or something came to be-- far from it, this is a vital framework. But without some kind of gameplay tie, they're no more than an optionally readable history book.
It sounds a lot like you're saying "How can I get people who don't care about the story to react emotionally to the story?" And, really, the answer is you can't.
To be clear, the game should get you to interact with these people in a way that's meaningful to gameplay. It is a game, after all. However, for the emotional reaction there has to be something outside the gameplay. You need something there so that the emotional loss isn't completely overshadowed by the gameplay loss.
And that's another problem. If you lose something that big, and it's not a fixed part of the game, most people are just going to reload. This will kill any emotional response aside from frustration, which isn't what you're going for.
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I still find myself thinking that this must be focused on gameplay, on things that happen to you, your goals in the game, and things you care about. Since not all who'd play an RPG care about story, it's got to be practical.
If I've got a son and that son is a trouble maker, I might care about that because it's lowering my reputation around town. I won't care about it if the game tells me, "your son stole the false teeth of old widow Isadora." Why? Because no matter how many times it happens, it's meaningless. My son doesn't change. Old widow Isadora doesn't change. I don't change. So what?
Sure, if he's lowering my reputation (which is probably linked to quests, prices, etc.) then I'll care. But I won't care in the right way. I'll care that he's limiting my opportunities in the game and will do whatever sidequest is available to fix the problem. To get the emotional response, you need to get me to care that he's doing it because I'm not home enough to be a good parent and he's crying out for attention (or whatever sappy reason you cook up).
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I think the severe weakness of just backstory alone is as you describe: Replay or gameplay focused characters say, "yeah yeah, so what?" That's just too much like business as usual for my tastes.
I guess the way I see it is that business as usual is business as usual for a reason. It's not that fiction has free reign where game designers dare not travel. Game designers have travelled there. Both fiction writers and game designers have created fixed stories with emotional impact. A fixed story solves many problems:
1) If you're playing the game, you care about the story because the story is the reward for playing.
2) You can't just reload to make it so the tragedy never took place.
3) The game play loss of the tragedy is less annoying because it's part of the story. For example, Aeris was really the only healer in FF7. In my opinion, this is a great gameplay loss, but this gets swept under the rug because you are forced to deal with the emotional loss. (For the record, I was not traumatized by the loss of Aeris, but I use the example because many were. I had a greater emotional reaction to Terra wondering if she'd ever find love and Kain's betrayal of Cecil.)
It seems the examples given here (Wing Command, Knight of the Old Republic) don't make it a practical issue. They give you back story to characters who are important gameplay-wise, and let it come out through your interactions. Now, how do you get someone who doesn't care about backstory to care about backstory? Best bet is to make it relevant to the game. But, if they don't care about backstory for backstory's sake, they're probably just going to regard it as part of the gameplay.