If you've been following this dev blog for awhile you probably know that one of things that annoys me the most is the promise of "Interactive Stories" in video games that doesn't live up to expectations. This is especially true for the triple-A games you see on consoles. I am happy to say that it's getting better. I give some examples on why this is true and what they offer after the break. Also I talk a little bit on what I am going to do.
Heavy Rain
This title is one of the first major steps in proving that storylines can be a definite selling point in the triple-A game space. However as a developer and designer of interactive narratives, I feel like there is a lack of player influence (player agency) on the overarching story until the very end. And even then the climax doesn't really change that much unless you run out of heroes. Sure... nearly all if not all of the heroes can die. Yet they are somewhat interchangeable in the climax of the game.
What was also strange was that I believe one of the writers stated that "[Heavy Rain] doesn't really feature any tradtional elements like things hidden that you need to discover..." That implies that the player won't be challenged to discover any of the secrets. Any amazing armchair detectives of the Higurashi/Umineko won't find their skills tested to try and discover the hidden truth.
Also they committed some major violations of Knox's Rules that at least shouldn't be pulled on beginners. Maybe once after market developed more they could pull off something like that. Knox's Rules can definitely be broken but I believe you should understand why it's there if you want to break it.
While I did give a lot of critique to Heavy Rain, it was key in being a major example for the triple-A game market. It proved that interactive story games can be profitable. And if there is still great room to grow then this is a major step.
Deus Ex: Human Revolution
Such a great game. Game mechanics interwoven with gameplay. Choice of gameplay style. Also impressed with how, at one point, they used the story to challenge the player.
Since everyone else talked about the other awesome stuff let's talk about how they used the story to challenge the player. They used the "foreshadowing/questionable goal" pattern in this case. The player is given a chance to find information to realize an order/suggestion/goal given to them is not in their best interest and can refuse it. If the player realizes the illusion and foils it then they get a future part of the game easier. I can't exactly spoil it but rest assured they do it at least once.
Summing Up
In the triple-A area we are definitely getting to the point where the potential for interactive stories is being realized a small bit at a time. It's going a little slower then I'd like but it's still progress.




