shio said:
That is Completely Wrong, Open-endness does NOT sacrifice story, it merely changes the way the story is portrayed (aka, story-telling). It is clear you have little experience with RPGs, especially wRPGs (probably since you're not very fond of RPGs) Do you know which game is claimed by many to have the Best Story Ever in the history of videogaming? that's right, it's 'Planescape: Torment', a open-ended wRPG. PS:T has an incredibly deep and fascinating story, brilliant characters (with possibly the best sidekick character ever created, Morte), and was even compared to novels. If I was going to rate the game the way you just said, i'd give it a 100/80 (100 Story, 80 Interactivity). Overall open-ended RPGs actually have better stories than linear RPGs: Baldur's Gate 2 just feels like a true epic and has the most natural romance; Fallout 1 & 2 have more personality than 99.9% of jRPGs (actually make that 100%); The Witcher, based on a polish novel, shows how well a open game can tell a story. |
I've played Planescape.
It's very linear, though. Of course there are choices to be made, but much less than a game like Morrowind, or even Mass Effect. I don't think you entirely understand the point I'm making, because all of the games you've listed here vary wildly in how interactive they are.
Yes, open endedness clearly sacrifices story. It's simple logic: if the player is making a story (by making choices) then the developer is not telling one. Storytelling is when a person or persons tells the audience what happens, while interactivity is the exact opposite of that -- it's the audience deciding what happens. If the audience is deciding what is happening, that means the developer is not deciding what is happening.
Again, this isn't rocket science.
http://i14.photobucket.com/albums/a324/Arkives/Disccopy.jpg%5B/IMG%5D">
http://i14.photobucket.com/albums/a324/Arkives/Disccopy.jpg%5B/IMG%5D">








