>>24584205That could be cool and I get what you mean. It's not usually my thing; something like this
>>24584189Looks cool and the tone seems surreal, to my tastes, but i know if its mostly dialogue with visual elements, personally I'm more likely to watch someone play it on YouTube or something if I wanna know the story.
> but the player freedom makes it difficult to have situations play out in ways that are niche/to be explored, or put the player in a specific mindset.So, this is where vidya as a creative medium interests me the most. For what you're saying, a visual novel works best because you can control the linearity, or gated linearity, without having to water down the depth to account for player freedom and fun as much.
What interests me with vidya, is best exemplified by morrowind, or even kenshi (its concepts, not necessarily its execution). Worldbuilding.
A non linear adventure, in a very defined world, sort of turns the world itself into "the story." In kenshi, there isn't a story. Mechanics are fun, if simple.
But there is a world, and even though the game could be deeper, that alone feels like a story. Uncovering books, meeting characters who remember the past or are involved in the present, contradictory histories, different norms in different provinces. It all feels very literary to me and I think can be used to explore themes, to great effect.
The Holy Nation is a racist, misogynist fascist theocracy, but exploration from the player, you learn why they became that way and it adds interesting thematic complexity.
Similar to how in MW, there's no good guys really, just learning about the factions and pressures of this world. Just my opinion on games as art.