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by atoav 1697 days ago
While I think the bassic narrative skeleton of the story is important, what is equally important is the world building that comes with it.

If your game feels like traveling to an alternate dimension with vivid details and differences a lot about the story can be excused, because the player will eventually find their own story within your game.

If your story is great and the freefloating passages are dull and lifeless the story can be great but it will never a good game.

Why not both? A great gripping story in a believeable world.

2 comments

> While I think the bassic narrative skeleton of the story is important, what is equally important is the world building that comes with it.

Case in point: Children of Men is basically a two hour-long escort quest. It's also an absolutely amazing film with amazing storytelling.

Yeah this is my point, if the thing a part of the game conveys is interesting, it doesn't matter all that mutch if is technically very simple in other regards.

What I hate however is when games have the most inspiring world and fail to tell unique stories in it. E.g. the game plays in South America, yet I learn nothing about the reginal culture when I play it, because all Characters are very generic.

This is something that made Witcher 3 great: nearly every quest managed to convey some feeling about how it must have been to live in the medival ages (or some fantasy version of it).

I like it when games take their own world seriously and root every character, story and object deeply within the history of that world. And yes, sometimes that means telling the player things they can't understand immidiately, because they come from a different culture and world.

If you could exchange the world just like that without changing a lot about the quests, you are doing it wrong.

There are some games with good world building but meh stories. Many RPG can be fitted in this category, for example The Elder Scrolls series.