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Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems
On Thu 08 Jun, J C Lawrence wrote:
I snipped a lot of sensible remarks and comments to say the following
(not that I do not agree or disagree with any of the rest, I just see
too much to say to that to be comfortable with. It would require too
much time and disc space ;)
> I think adventure games should be just that: games about
> adventures. They should give the player a sense of achievement and
> accomplishment. They're about doing, making a difference.
This is also the most difficult thing about making a interactive game.
If we are talking about multi-player games it becomes next to impossi-
ble. Setting up an interactive story about one hero is difficult, but
imagine the complications of having two heroes at the same time.
> This does
> not mean that they have to be shooters or twitch games, only that
> the player and her actions are the most important things in the
> game. In computer gaming, you subordinate the player to the plot at
> your peril.
Actually, I think the player will forgive the game writer to a certain
extent. They want to be entertained by the game, and understand that
they need to sacrifice some of their freedom to the story.
> It's not our job to tell stories. It's our job to build worlds in
> which players can live a story of their own creation.
This is quite different from what was said before, but seems to be the
direction in which multi-player interactive games can be developed. By
creating a rich environment in which players can "live" their charac-
ters you, as a game developer, can create interactive stories. However
you, as a writer, will have to sacrifice quite a bit of control to the
player...
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
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- Thread context:
- Re: [MUD-Dev] Responsibility for users (was: Birthday Cake (or Why Large ScaleSometimes Sucks) (long) ), (continued)
- [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
J C Lawrence claw#cp,net, Wed 07 Jun 2000, 23:39 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-gameproblems,
Brandon J. Rickman dr.k#pc4,zennet.com, Thu 08 Jun 2000, 07:08 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
Angela Ferraiolo a.ferraiolo#worldnet,att.net, Thu 08 Jun 2000, 07:08 GMT
- Re: [MUD-Dev] Narrative, quest design, and the solution of in-game problems,
Marian Griffith gryphon#iaehv,nl, Mon 12 Jun 2000, 19:36 GMT
- [MUD-Dev] Online actions and real-life religion,
Jason Spangler stormwind#wombatgames,com, Wed 07 Jun 2000, 20:16 GMT
- [MUD-Dev] Intro,
Tamzen Cannoy tamzen#worldbenders,com, Wed 07 Jun 2000, 06:17 GMT
- RE: [MUD-Dev] Birthday Cake (or Why Large Scale Sometimes Sucks)(long),
Charles Hughes charles.hughes#bigfoot,com, Wed 07 Jun 2000, 04:27 GMT
- Re: [MUD-Dev] Of interest,
Dave Rickey daver#mythicgames,com, Tue 06 Jun 2000, 17:39 GMT
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