How Not To Do Storytelling
Via GameSetWatch, a story on the site The New Gamer looking into the poor storytelling choices made by Gun. From the article: "I'm sure you get the general picture. From varmit-hunting with Ned to being ambushed by Indians the absolute moment you exit the town boundaries, Gun is a halting, stop/start experience. There's no build-up, no tension, no excitement, just scenes where you're shooting and scenes where you're on the cusp of being shot at. Sure, you can take your own downtime by running aimlessly around the sparsely populated town or saddle on up to a Wanted poster for an unfulfilling side mission but that's devoid of drama and unsatisfying. Instead of the majesty of the epic Western, we get the cheap shoot 'em up."
There may not actually exist stories written into games such as Elite, but you can get a narrative out of them. Similarly, a Tribes match might go something like this: I would like to see more situations where these plots (in the strict sense of the term) arise naturally out of the play. To answer the article's title, one way to "do storytelling" is to not (explicitly) do it at all! Give players the tools to interact with the gameworld, and let them tell their own story.
We're indie. We're working on our 14th game.
All of these games are inherently dependent on storytelling, which is a function tradionally filled by the DM. Since AI's are not to the point yet that they could tell you a story, your best bet for this is from another human.
That said, I've seen some pretty inventive storytelling from some of the RPG games, but only if you stay on or at least near the main quest line. If you deviate from it too much the dialog options, quests, etc. just peter out.
2 cents,
Queen B
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