aspro said:I think that the most memorable (and enjoyable) use of story in games comes when the player is allowed to make their own stories.
Think of the things that have happened while playing Elder Scrolls, Fallout 3/New Vegas, Deadly Premonition that you remember years after playing (as opposed to convolutions in "great" stories like Yakuza that you forget as soon as you are done with the game).
Running out of petrol in Deadly Premonition and having to walk back to town. Cheesing a boss in Morrowind. Bypassing a third of New Vegas by killing a boss you were not supposed to have been allow to kill.
The open framework of those games enables memorable player-created stories. And sure, there is never going to be a database of all the potentialities, but that is what makes them memorable and unique.
I don't understand how DP fits into that category at all. DP does not allow freedom of story like any Bethesda game does. Running out of gas and walking to town is memorable?! You know you could have called a car at any moment right?
Foolz said:Yes, I think I'm avoiding a more confusing philosophical problem here by denigrating people's X-Com “stories”. However, I am not willing to accept, on face value, that it was your story with no qualifier (beyond the recounting of it, which is likely to be an anecdote and not a story). At the most generous you were creating a story to someone else's stringent rules as they wanted you to tell it. Even if you were breaking the game, you were rebelling against the rules, and therefore still defined by them. I am happy to extend this to genre work, though.
This makes sense. Still how does any of that connect to DP? By definition the people in DP are following the strict rules of the game devs.
Yes, I think I'm avoiding a more confusing philosophical problem here by denigrating people's X-Com “stories”. However, I am not willing to accept, on face value, that it was your story with no qualifier (beyond the recounting of it, which is likely to be an anecdote and not a story). At the most generous you were creating a story to someone else's stringent rules as they wanted you to tell it. Even if you were breaking the game, you were rebelling against the rules, and therefore still defined by them. I am happy to extend this to genre work, though.