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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="mmu1" data-source="post: 3400359" data-attributes="member: 319"><p>Will Wright's style of game design doesn't appeal to me at all. His games - especially the later ones - have hardly any content, and despite all his talk about open-ended gameplay, they're incredibly shallow and limiting. </p><p></p><p>He likes to talk about people creating their own stories - hundreds of thousands of them - but neglects to mention that, for the most part, the players have no ability to really live out those stories in-game. (or if they do, it's because those stories are limited to the rather narrow circle of activities the games permit)</p><p></p><p>Hmm... What would I rather play, a game with a linear story that lets me live out - at least in small part - some kind of fantastic, larger than life story, or a game that lets me non-linearly play out some of the parts of boring old everyday life? (or I should say, lets my <em>character</em> play them out, since when you character - for example - watches TV, <em>you</em> don't actually experience anything of interest.)</p><p></p><p>As for players getting to drive gameplay in RPGs - that's a fine idea, certainly, but it can be taken too far. There are already RPGs out there - stuff like Burning Wheel or Burning Empires come to mind - in which the players are encouraged to create the world together. I've played them, and in my opinion, that sort of game - while ostensibly encouraging player involvement - actually leads to a much more shallow gaming experience. (and kills off any sense of wonder and exploration, since you've seen it all come together) I want to play (or run) RPGs, not engage in "Collaborative Storytelling"...</p><p>If for no other reason, then because it's hard enough to find a single person who can tell a really good story - finding a committee capable of doing the same is almost impossible.</p></blockquote><p></p>
[QUOTE="mmu1, post: 3400359, member: 319"] Will Wright's style of game design doesn't appeal to me at all. His games - especially the later ones - have hardly any content, and despite all his talk about open-ended gameplay, they're incredibly shallow and limiting. He likes to talk about people creating their own stories - hundreds of thousands of them - but neglects to mention that, for the most part, the players have no ability to really live out those stories in-game. (or if they do, it's because those stories are limited to the rather narrow circle of activities the games permit) Hmm... What would I rather play, a game with a linear story that lets me live out - at least in small part - some kind of fantastic, larger than life story, or a game that lets me non-linearly play out some of the parts of boring old everyday life? (or I should say, lets my [i]character[/i] play them out, since when you character - for example - watches TV, [i]you[/i] don't actually experience anything of interest.) As for players getting to drive gameplay in RPGs - that's a fine idea, certainly, but it can be taken too far. There are already RPGs out there - stuff like Burning Wheel or Burning Empires come to mind - in which the players are encouraged to create the world together. I've played them, and in my opinion, that sort of game - while ostensibly encouraging player involvement - actually leads to a much more shallow gaming experience. (and kills off any sense of wonder and exploration, since you've seen it all come together) I want to play (or run) RPGs, not engage in "Collaborative Storytelling"... If for no other reason, then because it's hard enough to find a single person who can tell a really good story - finding a committee capable of doing the same is almost impossible. [/QUOTE]
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