» Thu May 03, 2012 5:22 pm
I think the plot has taken some hits in later years. Know that by 'plot' I don't mean 'writing', or even collective 'story'. You can still find fantastic writing today, and you can still find pretty crappy writing too. Those are independant of the plot though.
The plot is the basic sequence of events that make up the story. What happens. I feel like two things have gutted the plot in most video games. The first is moral choice systems, and the second is freeform open-worlds. With moral choice systems you are usually given two different options regarding an event, sometimes three with a middle ground. This sounds good for most players, since they feel like it gives them more control over the game, and lets them shape their own story. Unfortunately the moral choice system also forces the game to not only create two different plot lines, but it also forces the game to compartmentalize events. Instead of events in the plot flowing and being part of a bigger picture, they are broken down into little bite-sized independant chunks and then served to the player. If you're lucky they're at least presented in some kind of order. If you're not lucky you get a haphazard collection of unrelated events.
Then there's freeform open-worlds, something Bethesda is very good at. I loved Morrowind, to this day it is one of my favorite games, but I don't jump for joy whenever I hear about some new open-world game coming out. This is because the open-world is subject to many of the same plot issues that moral choice systems are. It forces the game to compartmentalize events, and wrap them up into independant quests or guild lines. While this can work well enough, in the case of Morrowind, it can also fail horribly. Just Cause 2 is an example of a game that is 99% gameplay with about 1% plot. There's little in the way of a sequence of events that can even be called a story, and there's no direction or reason to do anything. Just Cause 2 is wildly fun to play around in a blow stuff up with, but it doesn't have a plot. So when an RPG, a genre which relies so heavily on plot to make a memorable story and experience, goes for the freeform open-world idea it treads dangerous waters.
Trying to let the player "write their own story" is the reason you can't really play a great RPG. The plot suffers too heavily, and you don't end up with something like Chrono Trigger where you went on a grand adventure through time and space. Instead you get a game where Chrono wakes up in the morning, collects flowers, delivers some leather to the shop, and then makes a Dark Side choice to get a higher price for the leather, and then goes and joins the Temple Guild to war with the rival Pagan Guild, and then...
That's not great. It may be good, it may even be fun, but it's very difficult to end up great.