[QUOTE=Saltire]
More plot-branching. When I make a choice, it should open up some further choices and eliminate others. In all the games I’ve played, there’s really only one storyline, so all choices go there. Having a complex tree would make a game a lot more replayable.
[/QUOTE]
There’s a HUGE tradeoff there… I’m a game developer, and I almost always prefer to go in the other direction.
Suppose I have 100 man hours to spend working on the part of the game where you approach the castle. If there’s a linear plot with only one answer (say, throw the acid on the rope to get the drawbridge to fall, turn on the fog machine to generate fog, sneak through the fog across the drawbridge, and then fight precisely 7 bad guys who are precisely positioned in precise places), then I can spent all 100 man hours making every aspect of that particular experience as fun as possible. I can write cool acid-throwing code, and the designers and testers can play with and tune my cool acid-throwing code until it’s fun. And I can position and reposition the 7 bad guys so that little bad guy fight is a well balanced and exciting combat experience.
If, on the other hand, I aim for the ideal where there are multiple potential ways into the castle, ie, fighting, diplomacy, sneaking, tunneling, magic, finding the back door, etc., then any one of those possible solutions is going to have that much less effort put into polishing it, and will be that much less fun.
The only two ways to really make that fun are to either (a) have a HUGE budget and team so that each possible castle entry method is a miracle of polished beauty, or (b) have a immersive world in which the rules of the world algorithmically guarantee that every possible situation has multiple solutions. But (b) is VERY VERY VERY hard to do, and, while increasing opportunities for player creativity, DEcreases opportunities and motivations for developer creativity. I mean, I could spend a bunch of time adding a really well balanced and fun and exciting and unique section where you sneak in through the sewers while being chased by zombie alligators, but if only one player in seven is going to see that, why would I bother?
Now, you might say that I should have a general system which allows all things like castles and hotels and whatnot to all generically have multiple solutions, because algorithmic representations of combat and sneaking and diplomacy and stuff are built into some nice general world-representation system. And that’s doable, but difficult. But then, every castle and hotel and whatnot will feel exactly the same as every other one.
I think a good solution is the one that lots of games use, which is to have a basically linear plot which includes all the main “cool” things, with minor side quests as extras, or have a game plot tree made up of individual missions which you can pick and choose between, but with each mission basically being linear.
But then, I have weird and perhaps obsolete taste in gameplay. Gamers tend to like forks in the road. I hate forks in the road. If I come to a fork and I could go left or right, well, how would I know? I’m just playing a game. It’s not like I have meaningful data based on which I can make an intelligent decision. So I basically flip a mental coin and go to the right. And I keep going. And do some neat stuff. And keep going. And now I’m getting more and more and more and more curious what was back to the left. So I backtrack all the way back, take the left fork, and then start going down it further and further and eventually I start to wonder what was along the right fork. So I go all the way back to the fork, etc. Does that actually make the game playing experience more satisfying?