Twilight_guy said:
I disagree with this. Games are a medium for storytelling just like any other and if we are to apply your reasoning to movies or books then we would not need 1,200 pages or 12 hours worth of Lord of the Rings. Just have Frodo ditch the ring into Mt. Doom and be done with it after fifteen minutes. Because, what is the fellowship doing on their journey? They are travelling to places, killing the opposition, finding allies and moving towards the final goal. The kind of stuff that you'd expect to do in any fantasy RPG with a similar story.
The diffrence is that the game is interactive. So that the obstacles posed by the story are things that I as the player must take care off whatever it is by twitch reaction, puzzlesolving, etc. The problem poised against a game developer is not too far off from that of a movie director. "How do you make the journey towards the end fun enough that people doesn't up and leave?" In the cases of well made games (say, Baldur's Gate II for the sake of it), all the quests you are sent on must feel relevant and the way they play out must be engaging and not too annoying. In the case of a bad game these side quests could be totally irrelevant or just not make you feel as it is truly necessary for the plot to continue. (Need For Speed Underground: "You can't proceed until you have 25,000 drift points. Drift some more!"... Why would my RACING opponents care how much I have drifted?) Or they could be in the line of Assassins Creed and be relevant but so repetitive that you simply don't get any joy from doing them.
Just as movies can have a bad script or bad screenplay, so can computer games. The screenplay must be substituted for gameplay however.