Monday, 12 January 2009

Other then the obvious examples such as sports games, I have always thought of games as stories that are acted out by the player. I think the story line is a definite factor that most people take into account when buying a game, especially hardcore gamers. A strong story line helps immerse the player into the game which I have always thought was the purpose. This results in greater longevity and enjoyability in all areas of the game. However, the story line alone cannot hold a game together and it must be complimented by decent gameplay and visual effects.

In most cases the story in a game happens to the player as they have limited choice as to what happens and the beginning, middle and end are ultimately the same. There are a few titles on the market today that lean more towards the player making the story happen rather than the story happening to the player. Fable 2 and Fallout 3 spring to mind. These particular titles allow the player greater freedom as to what happens and when it happens. There are a number of alternate endings in both titles as well as side quests that can be done rather then the main story. This trait is becoming more common in games today as it can potentially double play time because the player wants to whiteness all endings.

I have always had an interest in RPGs that allow the player to customize aspects of the game such as characters and weapons but games like second life and World of Warcraft have never really interested me. I don't see the point in living an alternate life when you have your own. i suppose I could also say that it mite have something to do with the lack of story. I may be wrong with this but as far as I'm aware, these examples don't have a story behind them and simply rely on quest type missions for the entirety of the game which doesn't interest me. When I read a story, eventually I want to hear the end.

No comments: