The trick is you gotta start small. And it's about illusion of control. Multiple ways to complete something... More like, no way to complete something. Like in HEATHER (this is a specific example) Clotho is found half way down a hanging pit... There is absolutely NO intended way for the players to be able to reach her body (Which they have to do for a 100% completion score) So they have to come up with a way... When I make it into a video game I"ll just have to simply include many methods of getting there, as Laur said... a lot of variables. I don't think that precision should stop a game-maker from making precise games. Michelangelo wouldn't have simplified his paintings just to make them be cheaper and be able to produce them faster. Games just need more time put into developement.. and people need to stop being lazy about variables.
Deus Ex was a good game for that, multiple ways to solve problems, even though the story was still linear... one of my favourite games of all time and yet so linear. I like stories. I am a story writer, and I want to create videogames because of their ability to tell such an open ended story. Otherwise I'd be in school for film developement, or many book writing.
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