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<blockquote data-quote="Willie the Duck" data-source="post: 9843407" data-attributes="member: 6799660"><p><em><span style="font-size: 12px">Also preemptive (and hopefully obviously)-- this is all In My Opinion</span></em></p><p>I feel like this is kind of a 'there's no such thing as instantaneous velocity'* kind of argument. A story that is unfinished at the time of being noted isn't not a story, it's an incomplete one. It doesn't go along as not-a-story until the end and then retroactively become one all along. If it somehow gets interrupted before completion and never gets finished, then it's just incomplete. If it's a never-ending story, well then we already have a rather famous <a href="https://en.wikipedia.org/wiki/The_Neverending_Story_(disambiguation)" target="_blank">one</a> of those (or <a href="https://en.wikipedia.org/wiki/The_Simpsons" target="_blank">take </a><a href="https://en.wikipedia.org/wiki/Doctor_Who" target="_blank">your</a> <a href="https://en.wikipedia.org/wiki/One_Piece" target="_blank">pick</a>). </p><p><span style="font-size: 12px"><em>*because velocity is movement over time, and instantaneous removes the time aspect</em></span></p><p></p><p>As for stories having to have specific structural qualities, perhaps ones that you shouldn't try to enforce in your gameplay -- well, we say that a story needs X, Y, and Z, but that's usually what it 'needs' to be a good fictional narrative someone would want to enjoy when partaking in the story as the primary entertainment avenue (best practices, as it were). If the story is 'just what happened (in the game)' there doesn't need to be highs and lows, climaxes, or even endings (see above). And there absolutely does not need to be anything that removes player agency (that is completely a game design choice, one that can exist in any type of game, and gets to/has to stand on its own merits, not on whether something is a story or not).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9843407, member: 6799660"] [I][SIZE=3]Also preemptive (and hopefully obviously)-- this is all In My Opinion[/SIZE][/I] I feel like this is kind of a 'there's no such thing as instantaneous velocity'* kind of argument. A story that is unfinished at the time of being noted isn't not a story, it's an incomplete one. It doesn't go along as not-a-story until the end and then retroactively become one all along. If it somehow gets interrupted before completion and never gets finished, then it's just incomplete. If it's a never-ending story, well then we already have a rather famous [URL='https://en.wikipedia.org/wiki/The_Neverending_Story_(disambiguation)']one[/URL] of those (or [URL='https://en.wikipedia.org/wiki/The_Simpsons']take [/URL][URL='https://en.wikipedia.org/wiki/Doctor_Who']your[/URL] [URL='https://en.wikipedia.org/wiki/One_Piece']pick[/URL]). [SIZE=3][I]*because velocity is movement over time, and instantaneous removes the time aspect[/I][/SIZE] As for stories having to have specific structural qualities, perhaps ones that you shouldn't try to enforce in your gameplay -- well, we say that a story needs X, Y, and Z, but that's usually what it 'needs' to be a good fictional narrative someone would want to enjoy when partaking in the story as the primary entertainment avenue (best practices, as it were). If the story is 'just what happened (in the game)' there doesn't need to be highs and lows, climaxes, or even endings (see above). And there absolutely does not need to be anything that removes player agency (that is completely a game design choice, one that can exist in any type of game, and gets to/has to stand on its own merits, not on whether something is a story or not). [/QUOTE]
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