CHAPTER

Fourteen

What Players Really Want: The Most Important Issue

As you’ve seen in the last two chapters, good arguments can be made for the supremacy of both player-driven and traditional storytelling methods in games. It’s quite likely that you have your own thoughts on which side makes the better case. When I first began researching this subject, I found myself more in line with the pro–traditional storytelling group, but I also saw that both sides based many of their key arguments on assumptions of what players wanted and enjoyed most in stories (freedom and control vs. a structured and well-told story). The problem was that although everyone was saying “players want this” or “players want that,” as far as I could tell, no one had done ...

Get Interactive Storytelling for Video Games now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.