BillDStrong
Now I do have a philosophical question for you. If you are presenting a very scripted story, with every thing in its exact place, what differentiates your game from say a book or movie? What makes it a game? In my mind, the differentiating factor of a game is ability to give each individual a unique experience. What is your opinion on it?
Believe it or not, I am writing a book that the game is based off. Much of what happens in the book is being translated into a game, because it's a lot more difficult to market a book versus a video game unless you happen to be a wealthy person with a lot of market awareness.
The gameplay elements are in the combat which I have chosen to be a tactical RPG. You have the ability to choose between roles (Lore Gatherer, Warrior and Cleric) and follow the story of the character who represents the role you choose. In my book, Johiah is considered a Lore Gatherer. Thus, if you choose to be a Lore Gatherer (basically a ranged caster/magician), you choose to follow her story and you would play an entirely different campaign than you would choosing to be a cleric or a warrior.
That being said, the game does follow the overall story of the novel I'm writing with some major differences between getting from start-to-finish. As the player, you decide where the main characters go instead of the main characters deciding where you should go. That's obviously a major selling point for any video game, because then it gives the player choice and perhaps a purpose as to why they are playing the game. Games maybe about choice, but for certain genres that's not necessarily true. In the case of World of Warcraft, or any MMO for that matter, I think the choice is based on what type of game you want to play. In an MMO, you can focus on PvP, PvE or a mixture of both. Maybe you only want to focus on daily quests, or you enjoy raiding, or dungeons, etc.
Definitely very off-topic, but to answer your question on "What makes it a game?" you could go back to the defining principles of what makes something a game:
- A score system of any description
- A failure state
- And an end goal, or a goal in which the player decides (like in a sandbox)
I think when it comes to story-telling in games, having a pre-defined story to tell I think is a lot more compelling than something that is auto-generated by a story-generating tool, so long as the pre-defined story you want to tell is not full of cliches. The problem I have with generated stories is whether or not the story generated is cliche. I think in the case of Elder Scrolls, or any RPG, having a story-generating tool where you define the rules on what to generate would make certain that your game has the longevity as well as the content to keep it engaging for players without being content-starved. I think I would be okay with that.
I would not be okay with an entire storyline being auto-generated, because that's lazy and probably won't make any sense. Most people play games to play games, not necessarily to learn story. RPGs are probably the only exception to that rule.
When it comes to my opinion on that "unique experience" I think depends on the genre. I think to make an RPG non-linear with thousands of possibilities with a pre-defined story to tell would be impossible, if not a massive and potentially mediocre task to accomplish. It would take years to perfect such a thing, and I think for that reason alone games like Final Fantasy, Shining Force, Warcraft, among others, don't have such branching storylines because it would be a huge time sink. You can argue to use a procedurally-generated storytelling tool that spits out some story that you can copy and paste into the game, but how many times can you do that before the story becomes nonsensical or cliche?
It might make the game more compelling, but it would drive the price of the end product up, especially if it's an indie title.
For genres like survival or sandbox, it's the matter of having no story to tell to start with and the player sets their own goals. Their goals are thus their story, and that's what makes it unique for them. Obviously story doesn't necessarily mean something pre-defined by the author, and in the video game universe you expect to have a degree of control over how the story is told. It's a lot more difficult to do that with an RPG, especially rogue-likes, or as TotalBiscuit coined the term "rogue-lite", where the game may require multiple play-through's before getting an experience that was worthy of the player's time. Personally, in the case of rogue-likes, placing story would be almost impossible unless you somehow added a mechanic where you discover story not based on the generation but based on how many rooms the player has completed.
I think that in an RPG setting, you have to have a pre-defined story setup to tell to make the initial impression of the game compelling enough that people will purchase and learn about the story. Sure, it's okay to have some auto-generated story in between the major events that happen, but I think major events and properly developed characters come from a person who has experience in writing novels, scripts and perhaps in the video game market, and not from some generation tool. I don't think a generated story would be compelling for me, and by extension the content itself.