JarlFrank
I like Thief THIS much
Basically shipping a plot rather than a story.
Yes. How the story actually plays out will be determined by the player and the choices he makes.
Traditional linear sequential storytelling is actually detrimental to PC RPGs, because it's a highly interactive and reactive genre and highly involved and lengthy stories hold it back.
You can still have traditional story structure (inciting incident, rising tension, twist, ending) within smaller questlines of 2-3 quests, rather than chaining up these lengthy questlines with 10+ quests, which is what the majority of games are still doing... and where the majority of games are putting their C&C.
It's always about faction questlines or an ending of the main quest, blah blah blah.
Give me a village with 6 different quests that all have the potential to affect the fate of the village and are all optional, instead. Depening on which ones - or how many - the player tackles, and how he solves the ones he tackles, the fate of the village will be different. And each of these quests is a standalone rather than a long questline with 10+ individual quests. Much easier to develop meaningful C&C and even have the result of one quest influence the way another quest may play out when each quest is a standalone, rather than a long multi-step questline.