People like gameplay not "writing"?
Personally I think we could do with some better designed (and more detailed) settings, and characters who's background and dialogue have been filled out by quality writers, but it's still less important than gameplay.
Gameplay is the cake. Quality writing is part of the icing, or perhaps a nice drink you can have with it. [wink] It's sometimes very hard to develop a good setting and story that can acount for all the actions a player might take, and it's very annoying when a viable options is taken away from me as a player to preserve the setting or storyline - there are exceptions as with everything, and it's certainly something to experiment with and find the right mix, but it's my feeling that gameplay needs to stay the main focus.
I do very much want to see more thought put into storyline/setting/characters/etc however.
- Jason Astle-Adams
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
Quote:
Original post by superpig
I'm there to play, not to look around.
Do you mean that you are there to play not sit passively and watch?
Or do you mean that you aren't that interested in the setting?
Quote:
Original post by Ketchaval Quote:
Original post by superpig
I'm there to play, not to look around.
Do you mean that you are there to play not sit passively and watch?
Or do you mean that you aren't that interested in the setting?
Ah, good question. If the gameplay weaves exploration of the environment and discovery of the story into gameplay, then it can work; the Myst games are the primary example (solving puzzles requires an understanding of the game world and events that transpired in it before you arrived). I'm definitely not there to sit and watch passively.
However, that said, I'm lying. I just finished Half-Life 2 this afternoon, and I greatly enjoyed the cage-train sequences in the final chapters - might as well be a non-interactive movie, but the emotion and tension that the rest of the game had built up made them a payoff rather than an irritation. I was finally getting to see what was inside this thing that had graced the skyline for the whole game, and was finally getting to see the spawn place of the enemies I'd been fighting.
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
all card games
tetris
bejeweled
tag
Talk about zero story- Those have it! That doesn't mean they are not fun. I think the key word there is fun. People play games to have fun. If it is not *fun* (crappy interfaces are a pain and not fun) then it is not a good game. If the story is not there, you still have the gameplay.
My favorites, though, are games with an interesting story. I played games like Freespace and Wing Commander to see what the rest of the story held. Sure, the gameplay was good but I wanted to see the story develop. I play Final Fantasy games to see what kind of wacky story they decided to put in this time. Building up my characters can be fun, but it's just so I don't hit any obstacles later on when I'm trying to advance the plot.
For me, if a new game doesn't have a good, immersive story I'm not buying it. I want a story I can get lost in, with characters I'll care about for my $50.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.