Gxas said:
Would you be able to give an example of how something that has been coded (read: prewritten) can not be an ABC affair?
Hmm, Something like the Fallout games. The main ending is usually one of a few choices, but the epilogue afterwards lets you know what happened to the people you met and places you visited; the ending may be primarily ABC, but the epilogue makes it feel more like you got a different end from other people who played since a lot of people wouldn't
quite get quite the same end as their friends who play the same game (a different choice here, a dead NPC there...), so the Wasteland ends up feeling like 'yours' more. Instead of being A, B or C, it looks more like (A,d,f,g,i,m,o) or (C,e,f,h,i,j,p), each of those choices might have been binary, but all together they make it look more 'fluid'.
It isn't about making computer games that can have a billion endings, for every single player choice, games are inherently linear because they can't predict everything that I can do in a game, but its about making the player feel like their actions
weren't ABC. ME3, where Starchild Hitler turns up and forces you to take one of three very similar options without any means to disagree, then you get a recoloured cutscene followed by another cutscene that makes you say 'WTF?' fails in that challenge.
People don't like being forced to see the the code strings that their avatars dance on due to bad writing, it breaks immersion.
K.