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Re:StarCraft: The past, present and future by oldmanjay on Monday November 09, 2015 @10:09AM (#10533389)
one trouble with game stories is that 99.999% of the time you know exactly where they're going because you're the protagonist and you will win or die.

the second problem is that there are only a few good writers of the correct style out there and they're all in television. (total hyperbole but the point should be evident)

the third problem is that video game makers refuse to accept their actual demographics and they keep aiming the story at 14 year old boys, who have awful taste, frankly.

edit: accidental word

Re:StarCraft: The past, present and future by ashark on Monday November 09, 2015 @11:59AM (#10534135)
Two interesting exceptions to the win-or-fail linear narrative:

Kentucky Route Zero — Player choice affects the flavor of narrative but not the direction of the story, so that the story is linear but the experience is wildly different for everyone who plays it. Absolutely brilliant. Player choices that both do not matter and, at the same time, matter more than anything else.

Black Ops 2: I know, I know, and yeah the first one is probably in the top 5 worst games I've ever played, and this one's got a ton of issues, but what it gets right are a huge number of opportunities to fail forward—losses, big and small, that affect the story rather than showing a game over screen. More dumb action games should do this, it would make them suck less. It's also got the best local multiplayer I've seen in an FPS since Perfect Dark (though still not as good) but that's another topic.

Re:StarCraft: The past, present and future by ansible on Monday November 09, 2015 @10:55AM (#10533714)
one trouble with game stories is that 99.999% of the time you know exactly where they're going because you're the protagonist and you will win or die.

In Halo: Reach, you win, and then you die. Halo 4 didn't have what I'd consider a happy ending either.