psorcerer said:
Gameworld without story is not possible.
If you mean that a gameworld inherently provides story, so that producing an interesting gameworld creates enough story not to need the veneer of a film script, you're right.
I don't think that's what you mean. Ergo, you are talking crap.
Game without story is called "a toy"
Crap again.
First, the common view of the game-vs-toy issue is that a game must contain goals and conflicts. A toy can quite simply become a game if used in a certain way - the player just needs to play with goals in mind, and to perceive some form of adversary; similarly, any game can become a toy if goals and conflicts are disregarded. It's a vague subject which inherently hinges on perspective.
The idea that story has anything to do with something's being a game is daft.
Also, whether something is a "game" (by whatever definition), is almost entirely irrelevant. All that matters is the entertainment it provides - both the degree of entertainment, and the form of it if you have specific goals. Whether it's a game couldn't matter less. Is Sim-City a game? In many senses it isn't. So what?
Seeking to trivialize certain creations by sticking a "toy" label on them is idiotic.
You sir, are a cretin.
On the article, I generally agree. I think simulation is the most interesting direction for games to head. I think that a player can experience a rich game world as more than a linear story - but I'd go further than to say it's about a player authored story; I'd say it's about something more than story. A wide range of influential game world events, and the player's perception of/influence on them, needn't fit neatly into any notion of a story. The player is
there, experiencing the game world. That experience is what's important - with it's many combinations of related and unrelated events/perceptions, any of which could be seen as a story.
I don't think it helps to try to organize that experience into some kind of newspaper report - however player-authored / non-linear / dynamic. Any neat, sequential organization of an experience is trivial compared to the experience itself (or ought to be). Trying to understand/model/control that experience in such simple terms is to risk trivializing it - since you end up creating the experience from your trivial model. The best worlds shouldn't allow any neat description. Any story you can tell in such worlds ought to be a subjective, half-understood approximation. Where a story is a rigid, clear description of exactly what happened, it isn't really a story any more.