Andrespetmonkey said:
Why? |
Because you're better at feeling it. That moment when you 'barely missed that guy and survived on 1 health to the end of the level' is much more meaningful than 'You are a Knight Templar sent to kill this Bad Guy'. The player's decisions can affect their game much more deeply than any 'moral choice system' of recent games, if you let them.
If there is be a developer made story, it should be delivered through the game world, fragments of text and colour that you find around. Not big narrative exposition or cutscenes that take the control away from the player. What if the player could have saved Aeris?
You save on writing, animating and voice acting, yet you get something much deeper. I still feel Mario 64 or Metroid Prime (PAL, which had most of the story removed) much more than Sunshine or Prime 3, even though the gameplay was very close.







