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There should be no short sharp breaks. None. Erratic pauses and stops in. mid. game. All undesirable. It makes the game incoherent. Impossible to follow. No immersion. The player is never gripped- never drawn in. They lose interest- they’re pulled to coffee breaks.
The story should weave in and out of intrinsic layers, never being linear or just centred on one theme- it must be rich. The characters, like the plot, should be full of interest for the gamer- being unpredictable yet believable at the same time. Although the gamer should feel special, they should never become the centre of action- the pinnacle about which all game-world events are focussed. That just reduces believability, which reduces immersion, which reduces fun.
Monotonous stories are boring. Very dull and lifeless- just ranting about the same point again, and again, and again. They are predictable, dull, boring. You know what’s going to happen next- it’s the same as what happens before. And then, just to make thing worse, the writer decides to put the most predictable unpredictable twist into his storyless story mode.
Finally, a story must keep the player engaged to a level greater and greater until a dramatic end. The underlying variable stories of the games should come together in one short period. The story must flow from section to section whilst still keeping the player guessing by building in many unknowns into the mix of the story, and finally unleashing them all at once.
The ending must not be obvious. It should never end with a “the end” or a “thanks for playing”. It should never end predictably. It should never end repetitiously- hammering the same point home. It should never be predictable.
The end
Thanks for reading
For those of you who didn't spot it, the first parargraph is about how fluid games should be- and the paragraph reads fluidly. The second is saying that non-fluidity is rubbish... and is non-fluid to read.
And so on...
> Oddly, no one has actually pointed out the point of the whole topic... or maybe
> it's so obvious that everyone takes it for granted???
Sonic
There was a point to it???
;-)
Really hit hard with the ending...Gone...Gone...
Closest I've been to tears with a Computer game...
In that respect, it beats even something like Ocarina Of time.
If only it hadn't been such a short game... I'd have said it was one of the bext of all time. As it is, I can't put it in the same league as the ones I've spend ten times longer playing.
Sonic
*rips out MoJoJoJo's gullet, waves it in the air and screams
madly*
-------------
*runs around screaming before passes out*
No, honestly, a storyline is developed more, and is easier to develop, if your character actually SPEAKS! Unlike Half Life
A storyline can help to really draw in a player, BUT I think the key element to a game still remains the gameplay. That is what will keep you playing despite a lame plotline you have heard 1000 times before. (Mario take note)
I blame the badguys. When will they learn to stop kidnapping the princess' and just kill them!!!
"I think game plots are done better with actual cutscenes"
*rips out MoJoJoJo's gullet, waves it in the air and screams madly*
Basically, the greatest games, the old style, as I like to think, have this kinda buildup from the start. They're not that easy to get into, but once you get going, you're trapped completely by them.
Games of today, stuff like "Vampire Sword Wielding 2", have this bumpy excitement factor, where it doesn't stay seemless, and jumps from "exciting part of game" to "exciting part of game" until you get bored. That sucks boom.
Games should be so much more.