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Author Topic: Stories and games: too contradictory?  (Read 933 times)

Turgid Bolk

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Stories and games: too contradictory?
« on: March 02, 2008, 04:50:00 pm »

Ran across this excellent article about the history and current stances on how (or if) games can include both fun gameplay and meaningful story, and how these things oppose eachother.

Games, Storytelling, and Breaking the String

Toady and ThreeToe talk about this kind of thing. How do you think DF reconciles the different needs of narrative and freedom of action? I thought it was particularly relevent because it talks about emergent complexity coming from "games set in 3D spaces with skill-driven combat, for instance, and games with physics engines" and players' ability to affect worlds through game choices, which Toady mentioned in the last line of the new Future of the Fortress page: "In any case, once Core27 is complete, you'll definitely be able to have a tangible effect on the world around you, and we seem to be moving toward that now a little more clearly than we were in the past."

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Keiseth

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Re: Stories and games: too contradictory?
« Reply #1 on: March 04, 2008, 12:46:00 am »

I just have to say, that was an <<excellent>> article. I've got to process all I've read...
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