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Reply to @sun@shitposter.world
Phantasm@phnt@fluffytail.org (2026-08-16 20:01:29)
@sun @iamtakingiteasy @lain @cell My point is that you can have both, but usually not at the same time. Once you try to mix both, it usually ends in an interactive movie whose gameplay sucks and whose story is told via cutscenes longer than the gameplay, which also suck.
Play any modern first person shooter singleplayer made in the last decade meant for masses and you have basically that. An interactive movie.
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Blurry Moon@sun@shitposter.world (2026-08-16 20:02:04)
@phnt @iamtakingiteasy @lain @cell this is the so-called ludonarrative dissonance, if you have a bunch of freedom in gameplpay then you can't ram a linear story down someone's gullet.
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Phantasm@phnt@fluffytail.org (2026-08-16 20:04:40)
@sun @iamtakingiteasy @lain @cell You can make it work, half life itself is an example of that to some degree. Most immersive sims as well tell a linear story with near absolute freedom in gameplay. But everyone that did the latter correctly is dead, because it is way too niche of a market.
Blurry Moon@sun@shitposter.world (2026-08-16 20:05:25)
@phnt @cell @iamtakingiteasy @lain my position has always been that the distinguishing characteristic of the game is interactivity and challenge so these should always be the focal points of game criticism. the story can be important and integral but these are additions.
Yukkuri@iamtakingiteasy@eientei.org (2026-08-16 20:07:56)
@sun @phnt @lain @cell Thief and more notably systemshock 1/2, followed by deus ex and prey (2017) succeeded at that. The best answer so far seem to be indeed worldbuilding in the imsim environment.