Game Development Reference
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Figure 10.4. The future of driving games?
What do you do with the camera when the story is being told but you don't want
to stop the game?
Can a structure be developed that allows a player the freedom to choose the
missions he wants in the order he wants and yet still allows for the linearity a story
needs for it to develop?
How do you handle multiplayer modes in conjunction with a story in which each
player can direct the course of his own story world?
These are questions for a different chapter in a different book, but in reference
to my earlier diagram, it seems we are increasingly seeing a desire from developers
to move the circles closer together, perhaps blurring the distinction between those
driving games with story and those without (see Figure 10.4 ) .
So, if designers look for increasingly non-linear ways of implementing story into
games, writers will be called on to find new ways not only of telling stories but also of
stage-setting stories, creating the environments and conditions under which stories
have the potential to develop without dictating their precise course—rather like the
way primordial soup had the potential for life but came without any clear instructions
on what to do with it once it developed. All of this generates its own set of problems,
with its own set of potential solutions. Game writing never has stayed in one place
for too long in any case.
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