World is not supposed to be your sandbox. There is no reason it should be. Seriously, ability to take platters off table or to have long conversations with beggars has no point.
That's weird but just recently I stumbled on a Youtube channel dedicated to game design. http://www.youtube.com/user/thebgbb There the guy makes some points about flavour in games. Like when they had a rat dagger in some game, some users would just stuff it in their inventory and sell it later. And others would read the description about the dagger's history and wonder at the creators' attention to detail and creativity. And that would add to their level of immersion and satisfaction. You see behind that dagger that developers cared about their gamers and weren't just making money on them... Then, gamers who are blatantly made money on, don't seem to complain about it.
And also. If in a game you have an urge to collect everything and sell it to a merchant, I think it's the game's problem. Because, you know, somehow in the real world it is handled.
If you expect more, well, Tolstoy grade stuff would make increadibly sucky backstory for game. Unplayable and dumb&dull. You need conflict that easily becomes physical to allow for good exploration/battle mix, you need space for character personality and wiggling space for choices. You want to compress everything to ~ 5-6 dialogue lines. That is hard to do and yes, it makes some stuff sound dumb.
There are simply brilliant short movies, where the plot and the dialogue fits into 8 minutes. And they somehow manage not to look dumb, they allow enough space for development (and conflict). And seriously, if you make your plot for good exploration/battle mix, you'd better go make an MMO. I maybe alone here but I think you need to justify your exploration and battle by the plot, not vice versa (if you want it as your strong point).
Sorry, I guess I'm becoming incoherent but Bioware's games have been bugging me for so long, I think I've got tic about it.
And thanks, Toady.
Details are great, but they do not stand out if you drown them in gray masses of garbage.
What I am saying is that 'rat dagger' is different thing from realistic hut. First is 'cool detail' that rewards exploration and attention with bit of lore. Later one is just ... clutter. You do not go 'ah, he has two forks but only one knife,now, wait a sec, seccond knife is in drawer, how cool'.
Little detail simply needs to be remarkable and remember able, or is becomes just clutter.
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Short movies can be brilliant, but they are still quite long, and unconnected, meaning that they are very free. Not only that, they do not have 'agendas', as in, they do not have to fill in blanks in characterization and lore. They can do their own thing even.
Short movie does not have to do exposition. RPG game has to do it constantly because you are always meeting new characters and learning about new settings.
Say, take first dialogue after you finish origin story:
You are presented with king. Lets see what you should learn from this:
* Darkspawn have so far not beeing huge threat and king is over confident.
* He has head full of glory.
* He trusts and adores Grey Wardens
* There is conflict with Loghain, but he trusts him
* Grey wardens do not agree much with his relaxed outlook on situation.
* You need to be take part in one ritual.
* Find Alistair, btw.
You get to hear half a dozen sentences from him and it takes less than minute. That is very packed. Writes had many goals here, and little space. They could ommit more or less, but that would end up kinda sucky ... no exposition/backstory for players.