Game Design Snacks Wikia
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Good stories:


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I think a good story is the most important consideration when developing a game.  If you have a great story, people are going to want to buy it.  Even that means a game will require little interaction from a player.  It’s kind of like reading a good novel.





Example: Tsukihime





Tuskihime’s fame and renown is often attributed to its comprehensive and expansive storyline and its writer Kinoko Nasu’s unique style of storytelling.  This is a good game because the game respects Kinoko Nasu’s story.  In order keep the original story, the gameplay requires little interaction from the player.  Most of the game's duration is spent on reading the text that represents either dialogue between the characters or the inner thoughts of the protagonist. The player is presented with choices.  Some choices will affect the story in large ways.  Other choices do not affect the story at all or only affect it in small ways.

Example 2: Brothers: A Tale of Two Sons

I like this game mostly becasue of the smooth and interesting storyline within this game. This game is basically about two brothers are trying to help their ill father to reach to a village's doctor and get recovered. During the journey, two brothers would encounter a lot of problems in certain situation and they need each other's hand to solve the issues are facing to them. The story of this game is the most interesting and moving story I know so far in video games

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God of War

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It is a heavy story-driven game. The gameplay of God of War is based on its story. By playing the game, player know more and more story about the main character. Also, the story provided hints for the player and helps her/him to solve puzzles in order to discover more stories and complete the game.

Life is Strange

Dontnod and Square Enix produced a powerful and compelling narrative in Life is Strange. Even though the gameplay mechanics were at times very simple or non-interactive, many players keep buying and playing through every episode because they were drawn back to the story. Players were compelled to see what happened to the characters developed in earlier episodes and how their previous choices effected the story.

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