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- Aug 19, 2012
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Got a link to this yesterday, just got around to reading it. An interesting article on how to write/create a story driven game - what are the important elements to have, and what things to avoid. The author lists some recent games and where he feels they failed. To The Moon is held up as one of the games that comes closest to 'hitting the mark', in his opinion.
The item that got me thinking about my game is his opinion on 'gated content'. It's a valid point, yet some of the best story driven RPG's I can think of are a series of 'gated' sections. You don't get to jump straight to the end of the story without going through all the middle pieces first. Xenosaga used the technique of constantly changing "the world", so in that sense there weren't "gates", but each world had a fairly linear (and often literal) path you had to follow.
Some good comments about the article and a few other links there, as well.
The item that got me thinking about my game is his opinion on 'gated content'. It's a valid point, yet some of the best story driven RPG's I can think of are a series of 'gated' sections. You don't get to jump straight to the end of the story without going through all the middle pieces first. Xenosaga used the technique of constantly changing "the world", so in that sense there weren't "gates", but each world had a fairly linear (and often literal) path you had to follow.
Some good comments about the article and a few other links there, as well.
