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Originally Posted by Squinky
The ability for multiple outcomes and for your actions to make a difference in how the story progresses, so it won't just feel like you're clicking through a machinima movie?
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Multiple endings has never been a big deal to me personally (I know that some people value it a lot). I can see its value in a short game, but in something longer, I'd rather experience the designer's created ending than make my own.
Quote:
Originally Posted by Squinky
High interaction density with your surroundings?
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This I think is more important. There should be stuff to do, or you end up with a movie. "Stuff to do" can consist mostly of dialogue choices, so basically all I've said is that it's cool to be active as a player.
Quote:
Originally Posted by Squinky
And of course, is it still a game if it has no puzzles?
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I'd say so, but some would probably call it a toy, movie or a long cutscene.