That's pretty much it, in my experience. "Story-machine" games seem to work solely through general game mechanics (IE supporting a greedy playstyle over an altruistic one), whereas more linear games develop player motivations based on specific interactions with certain npcs, etc.Newbiespud said:That doesn't surprise me per se, but... Hmm. So could the successful "story machine" game be one that still inspires desires into the player... but leaves out the context for those desires? And a linear story-driven game is one that creates specific motivations?boholikeu said:Though, would you be surprised to learn that some "story machine" games actually do have a bit of focus amid all their open-endedness? Spore, for example, had a very specific theme to it despite all the emphasis on customization.
It all sounds good to me, but I don't want to leap to conclusions. This appears to be a delicate subject.
Sorry if this all sounds pretty general, but I'm really having trouble putting this into words since there's no vocabulary for these aspects of design yet (at least none I know of).