How much influence can/should a player have on a game's story?
The question is very broad, so I think I should revise it a little. Specifically, in an RPG, based on such games as Final Fantasy and ChronoTrigger, how much of the story should be dependent on the player''s decisions?.
Obviously, in games such as these, giving the player a choice involves greatly increasing the complexity of the storyline. Should a player be given control over very major plotlines? or should they be limited to making minor choices where the final outcome of the game is decided for them? Does a game need a certain amount of interactivity to keep it fun or are people just as happy playing the game and just following along (sort of like watching a movie)?
Regarding the last question ,there is some interactivity between the player and the game outside of the storyline in games like these, but the question is specifically about the storyline itself. please keep in mind the style of the game when helping me with this (don''t just tell me to make it more like planescape:torment or something, because in my mind thats a totally different type of game and a very good one ).
Any thoughts or advice is appreciated (on any of the above questions), though i know its more a matter of opinion than anything else.
Goodness, how did I miss this thread? Must have been too busy arguing, I guess.
Anyway, I think it''s easier to make a really good RPG-type game if you make a movie-style one, but plots that customize themselves to the player are going to be where multimedia art goes in 20 years. We just need to think up some systems for making the plot respond to the player, and maybe make an ''end goblin-genocide''-type document out of them. Any volunteers? Any ideas? There''s a few ways to do this that have already been invented, if you can''t think of a new way post one of those.
Anyway, I think it''s easier to make a really good RPG-type game if you make a movie-style one, but plots that customize themselves to the player are going to be where multimedia art goes in 20 years. We just need to think up some systems for making the plot respond to the player, and maybe make an ''end goblin-genocide''-type document out of them. Any volunteers? Any ideas? There''s a few ways to do this that have already been invented, if you can''t think of a new way post one of those.
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.
I dont think it is the player chooseing is own path that makes if fun. Its the challenge that always keep people going. it might just be easier to add in complex challenges by allowing the player to make his own path. But also, a challenge isnt anything without a great story line. If you dont know why your doing it, then why even waste your time?
I dont know how off topic I am, but: allowing a character to make his own disicions that effect the out come of the game, does only 2 things: "people cant use strategy guids" and "the reply is a little better" I for one have never replayed an rpg, its over with, its over with, beucase its the storyline that keeps the game alive for its first time threw. Repeating stuff is just boring.
makeing the game linear "like a movie" is much easier to make. The two options are kind of balanced off, its up to you.
Pindergust Lightheart
Tribes/starcraft: MASTER
Clan Leader: ~Young Blood~
-=you only get 1 chance, make life count=-
I dont know how off topic I am, but: allowing a character to make his own disicions that effect the out come of the game, does only 2 things: "people cant use strategy guids" and "the reply is a little better" I for one have never replayed an rpg, its over with, its over with, beucase its the storyline that keeps the game alive for its first time threw. Repeating stuff is just boring.
makeing the game linear "like a movie" is much easier to make. The two options are kind of balanced off, its up to you.
Pindergust Lightheart
Tribes/starcraft: MASTER
Clan Leader: ~Young Blood~
-=you only get 1 chance, make life count=-
Pindergust LightheartTribes/starcraft: MASTERClan Leader: ~Young Blood~-=you only get 1 chance, make life count=-
Don''t worry about people not liking too linear of a story. Have you ever played EverQuest? There is no story. You just click on a monster and steal its cash when it dies so you can buy more gear to click on more monsters. And people love it. If you can pull off the multi-ending deal, I''d be impressed, but don''t lose any sleep over it.
----------hang ten,
T*Bag
----------hang ten,
T*Bag
April 17, 2001 03:28 AM
I think the key is if the user feels like he is changing the course of the game. If you''re playing along, and maybe you are able to choose one of multiple paths and alter the story, it doesn''t mean that much if you don''t get the impression that the character''s life has changed because of that change to the story line.
Just my 2 cents.
Live free or DIE!!!!
"My wife is not to be passed around like some doobie."-- Homer Simpson.
Just my 2 cents.
Live free or DIE!!!!
"My wife is not to be passed around like some doobie."-- Homer Simpson.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement