After thinking for a while I'm going to have to say no, in order to have a good flexible game your going to need a flexible story, meaning it will have to be vague and compliment the game, as an excuse one would say to let the player have kick ass scenarios. When you want a good story in a game, however, the game has to compliment the story limiting the amount of control a player has over what he can do in-game and producing a linear experience, linear games aren't necessarily a bad thing, just a different way of playing but in order to have a good story the way the developer wants it to be your going to have to restrict certain things a player can do. So not only are you going forward without looking back, but there isn't much you can do as well, example: you can't kill Alyx in Half Life 2.
Games like Deus Ex have the story and game become a part of each other, letting the player choose the way they want the story to go as how they'd like to play. Unfortunately it could have been executed better, you can usually see the results of your choices a mile away (you usually had restricted choices, attempt to apprehend a criminal or talk to him, clearly the first choice will result in a gun fight) and the game did start getting repetitive after a while.
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