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SvennoJ said:
What makes Civilization story telling through gameplay is how it directs the game play over the course of the game. It even had global warming already from the first version, rising seas and desertification if you didn't clean up pollution. That directed game play with clear beginning, middle and end sets it apart from other management sims like Sim city and Tycoon games. By playing the game [Civilization] you advance the story.

Brothers, a tale of 2 sons uses game play mechanics as well to tell the story. Perhaps it's mostly a staple of adventure (like) games to use game play mechanics to tell the story. Action games mostly resort to cut scenes, as well as RPGs and you often feel disconnected between what you are doing in game and how the cut scenes portray your character. The Tombraider reboot is a big offender of this where the game play is almost opposite to the story.

Working together provides good opportunities for story telling through gameplay. In the The last Guardian you get to know about Trico by working together. Your actions determine what he does, which is a great tool to learn about Trico and develop a relationship. Of course it's only the middle of the story that gets told this way, the beginning and end are through cut scenes.

The ainu game about the girl and the dog/wolf also do some storytelling through the gameplay. Never Alone, and it is a great game. There is one also that you play as a matroska doll



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."