Pogilrup said:
For those of you planning to make games, have you ever had situations where you got an interesting story to tell but can't seem to assign it an appropriate gameplay model?
Reference KrazyKidd. If you look at how Japan used to do it, look at the subtleties.
Parasite Eve gave you a one hit damage pistol. hinted it was important due to Aya's cellular structure (that was a quick to surviving the final boss, but knew most people would discard due to its uselessness)
Resident Evil 1 - 4 good with foreshadowing puzzles, traps, and oncoming danger. You fight bioweapons or run from them at regular intervals, cutscenes are meant to introduce them.
Half-life 2, Portal and Bioshock 1-2 heavy environmental storytelling, where every setup in a level and immediate task is meant to push the adventure forward, and keep you busy.
There's also the Telltale style but that goes without saying.
Final Fantasy 6 - 12 (cuz thats what I'm familar with) you recieved a 1/4th of the plot and could play through up to a 3rd of those jrpgs vanilla without serious upgrade scavenging, till it got harder, and you had to sidequest and grind to match up with bosses and random encounters. You were encouraged to explore
The key to plot (usually in action adventurous games) is that the narrative is just one of many tools to condition the adventure. The setups, level design, pacing, necessities, obstacle variety and bosses (sorely lacking) These are the main course that the plot is supposed to accentuate, instead of sit side by side. Like a lot of games have been doing this past 7th gen.
But yeah one of big hinderances to game plots is writers dont get to have shared consensus about the overall design, and level is the foundation of a game. they're brought into fill the blanks when the levels are already built.