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[Game Design] Will Wright on Story and Game
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<blockquote data-quote="I'm A Banana" data-source="post: 3404203" data-attributes="member: 2067"><p>What I'm saying (and what Will Wright seems to be saying) is that the players who want a big dramatic or thematic payoff will work for that end if you give them a fictional world in which that can happen. </p><p></p><p>If I, as a DM, identify your need and cater to it by giving you villains and plots to foil, I've done my job as a reactive game engine: I've seen what you want to do, and I've responded to it, giving you what you want.</p><p></p><p>But I didn't have it in place before, so I'm not leading you by the nose in this plot. I'm making you work for it, making you tell me what you want. And because of that, I can change as you change: if you decide some villain is your great nemesis, I don't have to MAKE that villain you nemesis. If you decide some plot is worth pursuing, I don't have to worry about motivating your character to pursue the plot. I don't have to say "make a character with interests X, Y, and Z," I don't have to limit you in that fashion.</p><p></p><p>Rather than go along for the ride, you can play the game, giving you a true agency over what your character does, rather than just giving you a limited sphere of possible action that is permissible.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3404203, member: 2067"] What I'm saying (and what Will Wright seems to be saying) is that the players who want a big dramatic or thematic payoff will work for that end if you give them a fictional world in which that can happen. If I, as a DM, identify your need and cater to it by giving you villains and plots to foil, I've done my job as a reactive game engine: I've seen what you want to do, and I've responded to it, giving you what you want. But I didn't have it in place before, so I'm not leading you by the nose in this plot. I'm making you work for it, making you tell me what you want. And because of that, I can change as you change: if you decide some villain is your great nemesis, I don't have to MAKE that villain you nemesis. If you decide some plot is worth pursuing, I don't have to worry about motivating your character to pursue the plot. I don't have to say "make a character with interests X, Y, and Z," I don't have to limit you in that fashion. Rather than go along for the ride, you can play the game, giving you a true agency over what your character does, rather than just giving you a limited sphere of possible action that is permissible. [/QUOTE]
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[Game Design] Will Wright on Story and Game
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