GCDC provides another interesting debate, this time on the subject of story in games. Specifically, that games shouldn’t even try to make them more complex, as they’re simply no good at it. Say the writers of stories in games.
Bethesda’s Ken Rolston and adventure veteran (and man responsible for the frattish Spellcasting series in the early 90s), Bob Bates, both agreed that, “our inability to pay off on all the choices that there should be available. It’s so difficult to make a genuinely complex dramatic choice,” in the words of Rolston. Which is, essentially, an argument against non-linearity in games. Which I strongly argue is a good thing.
In the world of storytelling, non-linearity has only ever existed as a novelty, perhaps a choose-your-own-adventure, or idiotic stunt on the BBC to let viewers call in and “decide” what happens next. But books, television and film have always survived rather well without letting the consumer dictate the story for them. Frankly, if you’ve got a story worth telling, the last thing you should be doing is letting anyone else get in the way. Games find themselves in a more awkward position, as progression becomes rather dependent on the player interacting in some way. And for most elements of a game, from killing to constructing, this interaction is necessary. But leave the story in the hands of the storyteller.