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RE: How about "situations" as a plot abstraction?
- To: <idrama@flutterby.com>
- Subject: RE: How about "situations" as a plot abstraction?
- From: "Brandon J. Van Every" <vanevery@3DProgrammer.com>
- Date: Tue, 11 Dec 2001 14:52:10 -0800
- Importance: Normal
- In-reply-to: <200112111505.fBBF5Nk14615@caine.zoesis.com>
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@flutterby.com.mail.flutterby.com
> Yes, (1) (the first deal) matters to the player. That is exactly
> why I find it more compelling to leave the details of the deal up to
> the player. Instead of trying to secure buy-in with my idea of what
> is interesting or important, I feel I can get more buy-in by letting
> the player take control and make a deal of her choosing.
Then there had better be a deal amongst the possibilities worth his
choosing. I've played far too many CRPGs where it's like "Gee, do I want
the item that's worth 7 or the item worth 10?" That isn't drama.
> This gets to the essence of what the "story" is. Is the story the
> exact details or the general outline (or something else)?
See my .sig.
> > "trying all the possibilities until something happens"
>
> This is a thorny issue. In my ideal system, the user is compelled by
> her own will to make reasonable choices since those seem the most
> interesting. To do this there should always be multiple interesting
> options.
An author has to provide the interest. Either that or people are interested
in "dungeon crawling" the story, which isn't interesting to a mainstream
audience.
Cheers, www.3DProgrammer.com
Brandon Van Every Seattle, WA
Authoring is the sale of specific values to the audience,
*not* a general traversal of abstract categories.