JoeJ said:
I can not list a single example of a game where character centric ‘live’ storytelling (cutscenes, talking NPCs) actually works for me.
But i can list many working examples of alternatives: Narrative FPS or Walking Simulator, picking up audio logs or notes, showing reprises, mostly about events from the past, avoiding the live events.
I think this is because those latter approaches spur imagination, while the former prevents this, and also NPCs even if recorded never feel alive in games.
Personally i tend to believe that maybe we just can't do storytelling like the movies do. We have our own ways, which are better no matter how big the budget is. But not sure, since my personal impression may be subjective and shared by a majority.
There is just differences is what draws attention, what players cares about and things like absorption.
I prefer single-player games where I have companions or close connection to NPCs. Here are some of them I enjoyed for the relationship: Darkside Detective, Horizon Zero Dawn, Baldurs Gate 3, Wasteland 3, The Last of Us, Life is Strange, Guardians of the Galaxy, Outer Worlds, A Plague Tale, Days Gone, Broken Sword, The Walking Dead, Beyond Two Souls, The Last Guardian, Uncharted, The Witcher 3, Thronebreaker, Cyberpunk 2077, God of War (2018), Firewatch, Detroit Become Human, Half Life 2, Disco Elysium, GreedFall, Blackwell series, Beneath a steel sky.
I find the level of presence in Cyberpunk 2077 phenomenal. It was also really good in Half Life 2 and most of the game I listed here. The Walking Dead series takes the price where The Final Season made me sob for days.
aigan said:
My goal would be something like Cyberpunk 2077, but the first step would be a text-only game with an abstract description of events and without any dialogue.Why not both? Dynamic characters in an action adventure, but avoiding the static restrictions of static dialogue. I mean, for the last step as well.
Personally i see almost no other way, aside of some key scenes maybe where dialogue is required.
I want the dialogue. But with a systemic game, you could just configure the game to your taste. That is one of the reasons why this has the potential to be much better than anything previously done.
To me, the disliking of dialogue dates back even to early graphics adventures. I loved Zak McCracken, but in Monkey Island they talked too much. I was bored and never finished the game.
I realize just now that it's probably dialogue which breaks story telling in so many games for me.
Probably that's just me. But omitting it makes ideas about dynamics, freedom and emergent options so much easier.
And I would prefer to skip the violence. Don't want to hurt people, regardless of how bad or evil they are supposed to be. And a systemic game could adapt to that.
But it's also, in my opinion, a big problem with hand-written dialogue, that all the things said lack relevance for the things you actually do in the game. If something is said, it should be things I can use to improve my chances to achieve my goals in the game. That alone, will categorize almost every line of text in games today as useless.
And the game can't let the player act on the information since that would introduce branches. That is, if a player hears a bit of information about where to go, the game would have to force the player to go there, since that is the story the designer created. And that takes away the choice to do anything else, and thus takes away the need for the player to actually take in the information given. They will just let the game guide them to the next part.
Some players would not want a more unguided experience, but there are those who do.