Redryhno said:
Saetha said:
erttheking said:
I'd want to see a character like Bastion in a game where his goal isn't to camp and farm kills. Gaming is unique in that it can tell a story through it's mechanics. I'd like to see more of that, and not a contrast between gameplay and story.
The short explanation to this is "Because people complain when devs try to make a story-heavy game."
There's so many ways you can make a story-heavy game without turning it into something like LiS or a TellTale game that gives you "choices" that all lead to the exact same place at the exact same pace.
See, none of those games have what I'd call good stories. Well, I can't really speak to Starcraft or WOW, but Elder Scrolls, in my opinion, always had a damn awful story. The only good writing to be found in ES is in the lore and worldbuilding - but that's not precisely the same as story. I don't think I've seen a game that still has a good story to be found in the game itself, but none-the-less lets you ignore it entirely and lets you mess around as you please. Mostly because, to make a good story, you have to invest resources into it. The "Put it all in items descriptions and background dialogue" routes of games like Dark Souls does not lend itself to telling a complex, powerful story very well.
I also disagree that walking simulators are just DVDs that forgot they're games. There's a subtle difference between simply watching someone do something and, in some simulated way, doing it yourself. Yes, walking simulators might not offer much choice or interactivity, but at the same time I feel like a movie about a guy killing people will offer a different experience from a walking simulator where you're the guy killing people - even if killing is done by hitting a single button and you're not given a choice to do otherwise. A walking simulator still requires audience activity - not to the same degree that, say, Doom does, but still more than a simply watching a movie, which is an entirely passive activity. As such, it conveys a subtly different experience, and that shouldn't be knocked simply because it's not as interactive as your typical game.
And yes, there are different ways you can make a story-heavy game without copying Telltale or LiS. I never said otherwise, nor do I think that's the be-all end-all of story-heavy games.