Game Development Reference
In-Depth Information
Hallmarks
Same or very similar overarching game story for all players
Limited, often binary game story variations based on player actions
or decisions
Some choice and/or customization of player character
Non-linear and/or optional missions
Significant opportunities for expression of individual play style
Interactions with computer-controlled characters provide potential
for emergent stories
Examples
Grand Theft Auto series
Red Dead Redemption
Fallout 3
BioShock
The Walking Dead: Season One
Tomb Raider (2013)
A reasonably equitable relationship between predetermined and dynam-
ic story elements is the compromise favored by many popular game
designs. Essentially it's an attempt to “have your cake and eat it too.” The
goal is to provide the main components of a satisfying, resonant, and clas-
sically structured game story, while also offering the player ample oppor-
tunities to—within that framework—express stylistic preferences, personal
reactions to characters and situations, and a greater sense of agency.
Some games of this type provide an open-world environment teeming
with AI to provide random and sometimes unpredictable encounters and
peppered with quest-givers who dole out missions ranging from purely
optional to a requirement for advancing the game story. The freedom giv-
en to the player to explore, combined with the systemic AI and their po-
tential reactions to the player and to each other, can provide an environ-
ment rich with player story possibilities.
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