| steven787 said: It's the degree to which the story details are filled in by the author/director/producer/developer vs. how much is left to the imagination. It's not necessarily about the amount of words or images but instead about getting the consumer to use their imagintation As far as applied to this example, I think it has more to do with how you like your stories. |
While you are right about non-interactive entertainment, it suddenly becomes completely different when you actually control parts of the story. When the parts that you control differ drastically from the parts that the director controls, the effect completely ruins all attempts at immersion and setting the mood. Yahtzee had some points about that in his latest review of Siren: Blood Curse.
In Final Fantasy, it doesn't matter how strong you get, some fights you loose, simply because the script requires it. It frustrates and takes the believability out of the story. The examples are endless. This schism doesn't appear in traditional storytelling at all, and it's the biggest problem, I believe, that storytelling in games is facing today.
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