Quote:
Originally Posted by AndreaDraco83
The choices of the player on how to interact with the environments (trial and error, meaningless walks from location to location in search of clues, etc. etc.) are not part of the storytelling - the author didn't conceive these segments nor the player, by playing them, signifies them - but devices used by the storytelling to substantiate itself.
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So if I understand you correctly, for you "storytelling" is one element of the adventure's design, to be given equal weight to puzzles and exploring. It is quite possible I am misinterpreting; if so, please correct me. I'm curious: if storytelling is one thing and puzzles are another, then where do you draw the line between the two? And where do you draw the line between storytelling and exploring? Or to put it more simply: what bits of game design qualify as "storytelling"? You've said that dialogue puzzles do not. Wandering around an area also (I presume) does not. What does? Cutscenes?