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The reason I say it is a terrible way to tell a story is not because you can't tell a good story in a video game, but because most stories don't benefit from having gameplay elements thrown into them. In fact, I think it takes away from the story because the storyteller loses control over important things like pacing and the person experiencing the story has to constantly switch between story-mode and gameplay-mode.

Brothers: A Tale of Two Sons is pretty much the only game I can think of that does this successfully, and I don't think it's something that can be done with any story. Books and movies, on the other hand, can tell pretty much any story. They are universal, while video games are limited. I believe that to be inherent to the mediums, and not just because we are still learning how to tell stories in video games.

Emergent stories are not storytelling and have no bearing on video games effectiveness as a narrative medium. They are stories, yes, but they are not being told. They are being created in real time by the people playing the game, which is quite fun but not storytelling.



> The reason I say it is a terrible way to tell a story is not because you can't tell a good story in a video game, but because most stories don't benefit from having gameplay elements thrown into them.

Interesting that I have exactly opposite view. Gameplay elements if done well create a tight feedback loop between the game and the player, an illusion that the player is part of the story, not just an observer.

There are reverse design documents for some games explaining how quests and gameplay are weaved together to achieve a desired effect on the player: http://thegamedesignforum.com/features/reverse_design_CT_1.h...




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