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Perhaps there are more active and less active ways of conveying a story through gameplay.
Less active could be anything that is transported, as long as you retain control over your charakter (like being able to walk around and look at the wonders of the game world).
More active could be anything that is transported specificaly through and because of your inputs, or somerhing that requires a response of some sort of input (like pressing R1 to hold Yordas hand in Ico).

But there is another way if thinking about it, when we look at the more active ways I just described: It feels dependent on the generality of your input. When you have a hand-holding-button, this is just what happens when you press it. That seems different to me than say clicking through a menue to find immediate commands for Civilisation (I use this as an example because it has been brought up and I find it extremely interesting to ponder the storytelling capabilities of a game like that).