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Warren Spector has given a speech on narrative in games at GDC, with a synopsis reported at Gamespy:He revealed an intriguing struggle here. For Spector, open-endedness is not the be-all, end-all. As a story design widens out to a free-form system, he argues, the "emergent narrative" (story that's partially created by the player, rather than completely designed by the developer) ends up with a relative lack of direction and emotional resonance. There are fewer exciting, "holy crap" moments, since the narrative can't be designed as easily to flow towards those moments as effectively. Meanwhile, the "tyranny of choice," as he puts it, can threaten to make the player freeze up because they're simply given too many options for things to do and places to go. The player doesn't know the particular rules are of the game--what he or she can get away with, what the long-term repercussions are of "bad" behavior, and the rewards of "good" behavior. Agree or disagree? |
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