this post was submitted on 12 Mar 2024
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Some stuff that caught my attention, from the 2001 IGN article
True. Entertainment, while desirable, isn't essential. Besides, there's entertainment to be had by socializing, something that would probably become easier with less "isolating" entertainment available.
I agree, but graphics can help with sales, which is what matters for companies
The IGN article stops shortly after this, so onwards with what Metro lists:
For consumers, that's great. For companies, not so much.
This is interesting for various reasons. For the longest time (???BC ~1970s a.D.), storytelling and games were completely separate things. With the first RPG systems, storytelling became part of the game for the first time. Even then, it was something dynamic, full of unexpected things happening, no two games ever deliver the same story. A "table wide" theater play, if you will. Even with the same group of people doing the exact sequence of actions, it might look similar enough, but never "fully equal".
Storytelling in general is linear. Stories have a beginning, middle and end. This is very noticeable in many digital games, as the players effectively play the middle and cutscenes to explain/advance the plot are bits where interaction is non existent. Even when the devs account for a variety of situations, such as Larian with Divinity and BG3, it's still a limited selection of story branches.
It's no wonder that some of the most popular and long lived games lack a "story". DotA, League of Legends, Fortnite, Counter Strike, they're not unlike boardgames that have a set dressing to "explain" why it is like it is, mechanically speaking. Skyrim and Diablo 2 also come to mind, both have a proper story, both have been around for ages, but neither is particularly remembered for "the story".