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Old 07-19-2005, 08:46 AM   #430
gillyruless
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Quote:
Originally Posted by samIamsad
That's what I and some others were trying to say: It's not necessarily the story itself, but how it is being told. A a lot of game designers in this genre seem to believe that the most complex and most detailed and best way to do this is in having every single NPC telling the story of it's life in full-blown-detail. Even if a particular NPC is nowhere near vital to the plot. That's not so bad, if the dialouge is optional and lets you choose if you're really interested in the backstory of a character. It might give you interesting insights to the game world you're in and all. But come on. Is this necessarily good storytelling? *Warning: Loooooooooooooooooooooooooong attention span required.* There's more things than just good dialogue, no matter how good and NO MATTER WHAT STUPID GENRE. The Longest Journey and quite some others: I'm looking at you.
But then again, one can argue that dialogues are the foundation of good storytelling. Have you read Isaac Asimov's Foundation trilogy? Although the events taking place in the universe is epic, declining galactic empire and a secret society called the Foundation that's established to store the sum of human knowledge and culture so that they can be preserved during the chaotic time during the collapse of the empire, Isaac Asimov tells this epic story not by describing the actions and events directly but largely by describing people talking about these actions and events. Even the emergence of Mule, a mutant warlord with psychic powers who gains a great power and threatens the safety of the Foundation, is described in the book through dialogue as in two people talking about him.
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