Narrative, Plot And Aimlessness In Game Design
Logic Bomb writes: "Feed is running a very well-written essay by Steven Johnson on game design that includes an interview with the designer of Oni. Johnson has some thought-provoking comments on narrative, navigation, and cheat sheets. Lots of room for discussion here: what balance do you like best between plot and action (i.e. Metal Gear Solid versus Quake)? Are cheat sheets just part of the game, or does needing one show bad game design? Anyone have comments on the system used by Oni discussed in the article?"
Equally interesting to me is this other Feed interview with Warren Spector, designer of Deus Ex.
One thing I've certainly noticed is that there is a lot more aimlessness in games nowadays. It goes under a lot of other names: interactivity or perhaps realistic action. However, what it really shows is one of the fundamental weaknesses of telling a story interactively. Anyone who have ever Game Mastered an RPG is aware of this problem. Most story telling is done in media like books, movie, or theater where the author has complete control over everything. Every thought of every character. Every action of every person. Once you distribute that control it becomes significantly harder to weave an interesting plot.
For instance, imagine you have a game world that is completely interactive. I mean, 100% immersive. Say it's a Blade Runner game. Remember the part where Harrison Ford just "happens" to find the snake scale? What are the chances of that actually happening if the author doesn't make the character notice that.
It's similar to the problem that a lot of sports and driving/flight simulators are having nowadays. They have become so realistic that they often become devoid any actual fun.
Now you have games like Baldur's Gate where you move your cursor over every square inch of the game screen hoping to find that elusive treasure hidden somewhere. Imagine a character in a book taking time from his quest to avenge his step-father's murder to comb every square inch of land for 40 miles looking for a magic ring that may or may not be there. Talk about tedium.
I dunno about most people but I find "open ended games" over-hyped. People often complain about "linear" plots but I think linearity has gotten a bad rap. The problem isn't linearity or non-linearity of plot. It's bad game design and weak story lines.
When was the last time you read a book and the main character picked up everything that wasn't nailed down "just in case" he needs it 60 days later to vanquish the evil demon hordes?