Denim Destroyer
Learned
We often find ourselves judging a game by the quality of its story and how fun it is to play. Over the near fifty year history of the video game medium there has been no greater challenge than trying to create a good story in fully interactive medium. The art of story-telling requires a heavy handed and directed approach to create something excellent, a concept that is considered restricting in the video game world. Some of the games considered to be "the greatest of all time" focus more on player agency by providing players multiple options to solve a problem. Deus Ex allows players to go in guns blazing or stealthy take downs. Thief provides a diverse equipment load-out which can facilitate a ghost like method or devious assassin methods. Baldur's Gate 2 has multiple lines of quest locked behind player class which in turn radically alters gameplay. All of these games have a story but it does not restrict the gameplay. But what sets these older classics apart from modern "classics" is that they rarely, if ever, interrupt the gameplay. They do not inundate the player with cutscenes or take away control so they protagonist can perform certain actions. In fact these games do not have protagonists in the traditional sense. In classic stories the protagonist have a predetermined course of action that never changes regardless of who is experiencing the story. In the aforementioned classic games you the player is the protagonist. Despite having some in universe avatar such as JC Denton, Garret, or Charname they are nothing but a digital puppet that you control the strings of. Story driven games have the main character controlled by a director not you.
Last edited: