Quote:
Originally Posted by Monolith
But interactive storytelling is exactly where adventure games came from. Interactive doesn't mean you have to have puzzles. It could generally mean experiencing the story through interaction (exploration or the like).
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To me The Dark Eye (the one from 1996) is the best example of a great game/interactive experience with plenty of intense exploration interactions, but without any puzzles. Sometimes it could still use additional interactivity, but when it works (during the nights and in the dreams), it's truly incredibly immersive stuff.
However, continuously walking down the only possible path in Dear Esther (with the possibility of going back) is barely interactive anything. I do hope they at least make the exploration of the island less linear in the new release.