I believe it is possible to take the highly dynamic nature of strong gameplay (such as the kind in 'Civilization') and create a narrative structure that fits exclusively with how the game is played. A truly dynamic experience where you begin your adventure and all your choices lead to an end that is truly you own. Not like story driven games have done before, where you get a facade of decisions resulting in ending A or B. Instead every ending would be X. An anomaly.
But how on earth could this be done?!?!? And that question I find so so exciting :)
Because I think it can be done. A game can be designed to have restrictions and rules, and still offer infinite possible endings. An easy example is any arcade game with a score system. When the time runs out, or you run out of lives you have a number tailored exactly to how you performed. A number unique to your experience alone. But, in all cases, like pac man, and geometry wars that is not much of a story to tell. Not by any means an interesting one. "oh i got this many points, because i did etc. etc. to avoid the ghost and get the bonus fruit." In addition the system follows the same rule: get as many points as you can. More points equals better job done.
So instead, what if a game was designed with a more human aesthetic but still followed the principles of something like geometry wars? You as a character are placed in a world with hundreds of different things that share a relationship with you should you choose to engage them. But instead of glowing pieces of geometry they could be animal or humanoid in nature. Their A.I. could be more than simply 'kill character'. Maybe they're designed to find ways to live. To build houses on their own, hunt others for food etc. And you, in order to survive must interact with these characters. And when the time runs out, or other variables are met (like running out of lives) Your story ends. And the experience becomes what ever it was you did.
Maybe your house is attacked by a monster and your family killed and your house burned down. Now its a story of survival and maybe even revenge. And a story of friendship as you gather other companions to complete the task you can't complete on your own. You do all you need, and one day slay the monster, victory is yours. And in your characters old age, one night in the dead of winter you go to the resting place of your long past family. And then there, reflecting on your quest and trials you die of old age in the snow. Now you, as a player, should have one hell of a story to tell your friends.
Currently the closest thing the gaming world has to this type of experience is Minecraft and The Sims. but Minecraft lacks the character element needed for good stories. Everything is so geometric and detached from reality its hard to empathize with anything in any meaningful way other than 'i built this structure, and I'm really proud of it. Come see my art!' The structure might be great to look at, but its not a good story. The sims on the other hand, has the human and character element, but lacks the proper conflict or imagination to make compelling stories. 'I grew up, got a job, bought a house, got married, had kids, retired, and then died' Congratulations :P A story, but a pretty boring one. (Fallout 3, and skyrim come close to achieving this because of their sheer vastness, and open ended exploration. But even those don't offer a real 'ending' except for completing a main quest line, which has the same issues mentioned earlier. A pre-structured beginning, middle, and end.)
If there could instead be some sort of melding of the 2 games, mincraft and the sims, set in a universe of say.... such as Dark Souls for example. I think this type of story telling approach would be the start of something very awesome. 'You are thrown into a hostile medieval horror world. The map and its inhabitants are randomized and will react to what you do. Initially you just want to survive for as long as you can. And in your fight for survival you find certain items to be particularly helpful. So you quest to find them. And maybe in your journey you form bonds with the npcs, or maybe even other online players and when they need help, you choose to help them. Or you don't. The choice is yours.
The entire world you play in would be yours. And the story? The story is most certainly yours. This is what games can do, that movies and books cannot: Provide a way to not only see and hear the impossible, but also become apart of it. :)
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