I think it depends more on the game. The backstories to most games are "shit happened, yo! Go fix it!!" Very few games actually go into great detail about what actually lead to the events that are occurring. You often have to go digging through the internet to get the whole story.
I personally feel that it's the gameplay that creates the true classics.
I personally feel that it's the gameplay that creates the true classics.
I really wish you gave more examples to fill out your ideas more. I'm really intrigued by your idea, but I think I must conditionally disagree. I think that what you are describing is what I like to refer to as "the world" in games. I also think that the world itself should be treated in a similar manner to a character, with history, and a personality of its own. This is important, but the narrative arc that the player goes on can be just as important to the game.
In a game like Fallout the main storyline isn't terribly important. The game lends itself to an exploratory playstyle very well. That dwarfs the main questline. In contrast games with incredibly linear stories usually require a well told narrative over a fully developed world, because what the player sees or the world is incredibly limited.
Interesting read regardless.
In a game like Fallout the main storyline isn't terribly important. The game lends itself to an exploratory playstyle very well. That dwarfs the main questline. In contrast games with incredibly linear stories usually require a well told narrative over a fully developed world, because what the player sees or the world is incredibly limited.
Interesting read regardless.
I'm gonna go ahead and fap for the idea and potential of this blog post. Like Crime Minister said, you could have fleshed it out some more. Random example that came to mind for me: the reason I liked the Lord of the Rings (the books) so much is that the world is absurdly detailed. The story was fine. Cohesiveness of the world can make or break immersion hard.

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