brian at robotattack.com
Sun Nov 18 12:11:06 New Zealand Daylight Time 2001
On Fri, Nov 16, 2001 at 05:31:16PM -0600, Sellers, Mike wrote:
> Brian McGroarty wrote:
>> On Wed, Nov 14, 2001 at 12:13:56PM +0100, Hans-Henrik Staerfeldt
>>> Even if you adapt that idea then i would re-ask Raph's question
>>> in your wording;
>>> "Why is it that the average cartoon lets you project your own
>>> values and morals onto it better?"
>> The average cartoon has a storyteller with the focus where he or
>> she places it, and a singular agenda.
>> Multiplayer games have multiple people with multiple agendas, and
>> most players' focus is set upon their own self.
> Yep, this is the canonical excuse for not telling meaningful
> stories in games. And IMO it's a piss-poor excuse. All it means
> is that we don't yet know *HOW* to tell stories in a
> multi-protagonist, self-directed environment.
Which would make the focus and agenda two parts of an obstacle, not
an excuse, and good topics for discussion.
So, what's key to overcoming this obstacle? Guiding players toward a
specific agenda? Making the game suit an arbitrary agenda? Pushing
the focus away from the player and toward a built-in story line?
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