Original Post
You may have heard me use this before:
"Amnesiac monster-hunter on a quest to save the world through recovering the four magical doo-dads..."
There''s more to this heinous cliché, but we''re just going to address this one for today. What''s with the 4 or 12 or however many doo-dads? They are an inherent weakness in game writing/design, since you are essentially asking the player to do the same thing multiple times.
This reflects a problem taht writiers in other media have struggled with for centuries, but "interactivity" has severely magnified it: How do you make the player go where you want?
I won''t bore you with a summary of current technique, because current technique sucks. "Railroad your player", they say. Or worse yet, "Give them a choice but have the story be the same regardless of that choice." Can anyone provide me with a plan to put all of these writer-designers in a shack and burn it down?
So here''s the problem at it''s core: Cause and Effect. It''s easy to write, isn''t it? If there''s only one thing that furthers the plot, the plot won''t further until that thing happens. So the player goes off on an easter-egg hunt, trying to find the one signpost/NPC hybrid that will tell her what to do next so she can further the story and find a place to kill more powerful monsters, hence speeding the religious experience of leveling. And of course, the designers make this signpost-NPC impossible to find, so they can brag of more gameplay time. Dorks.
This is not how things should be.
The reverse end of these games are the ones that let you affect everything. As fun as these might be, they inevitably have large plot-holes, or no real plot to speak of. It just doesn''t suit what I want to do: tell a story whilst using interactivity (I hate that word) to enhance, not hinder.
So, I come to you guys for some input. Any ideas about how we can break the cause/effect chain?