FloodOne: You make a valid point, but my takeaway is a very much needed step in the proper direction. Of course to make a dramatic 100% instant shift would be bad. I am wondering if perhaps you have misinterpreted "Linear Narrative" and "3 act structure?" Something can be linear and have more or less than three acts. Absolutely some stories will work great with a 3 act structure - but the vast majority [of videogames] not.
I think that open world sand-box games could benefit the most from a Short Story Formula. In the Elder Scrolls, there are always many, many individual, unrelated quests laying about the world. Occasionally, one of them is even interesting or enjoyable due to some nice writing. But mostly they are fetch quests, or a cave with Wizard-Zombie-Bandits out for your Kneecaps. The times when you get an engaging story that stands alone, is a large part of WHY these games are popular.
In fact if given a choice in Elder Scrolls, I would far prefer a higher caliber of quest story all around, than I would
Like NPCs that were full of emotions.
((Puts on Mask, pulls out 4 foot Dildo-Kendo and marches back and forth crying "Emotions! Emotions! Emotions!"))
***can somebody PLEASE make a GIF of Jim doing that? PLZ?!***
YES, the creepy NPC thing is awful. It truly is. But id prefer it to somebody giving me an Oscar-Winning performance, full of tear inducing sentiment, with a Lump in his/her throat and a quaver in their voice: "Go collect me 5 wolf pelts for a new scarf."
Compare this with the "Whodunnit Murder" quest from Oblivion. An excellently executed quest of executions, involving stealth, role play, and use of the RagDoll physics to hide bodies. This quest is loads of fun, and despite the Emotionless Manikins for NPC's, you get the sense that you are steadily increasing the terror of a group of people, slow watching their paranoia and distrust fester, making your job easier.
The narrative of this story is entirely based on the actions of the player, and any scripting of this would have destroyed the fun. It could even be viewed as a 3 act story, but with the key difference being in where the writing is. If you will: Act 1: getting the quest. Act 2: ???? ((player determined actions)) Act 3: Profit! (quest reward and story ends)
By leaving the "How" up to the players, you have an effective quest, with hundreds of stories to be told about how it was solved. You also have to do less ACTUAL WRITING. Something I learned as a DM: shut the hell up and let the players play.
This is strictly to do with sandbox titles as a post. I will leave it to somebody else to tackle longer, narrative driven games.
Also @ Greg Tito: Awesome Faith +1 pic