Killergran said:
But why is it so much harder to tell a good story in an interactive medium? You say it isn't because of the the will/actions of the player colliding with the will of the storyteller. If not, then why? What is it that makes interactive storytelling so different?
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Because developers are still finding new ways to tell a story in a video game. Also, even it though it doesn't apply to every game, some games offer choices that affect how the story plays out. Implementing something like this is far from easy. I don't think the developers of Heavy Rain are having it so easy either. There is definitely room for linear storytelling. Heck, most video game stories are mostly if not totally linear. I find that it's easier to accept that losing a fight in FF thing to me due to suspension of disbelief. Either I am bad at knowing when my suspension of disbelief is broken or yours is a lot easier to break than mine. Breaking mine would probably take some distracting elements such as laughable voice acting and have severe plot holes.







