I recently played through Fallout 3 and am hacking and slashing my way through Skyrim. I'm enjoying myself a great deal but have some observations about storytelling.
Storytelling is an art, of course. Even when the facts of the story are established, it's one thing to read the dry facts and quite another to have a proper storyteller build them into a compelling narrative. And while those events might be unscripted, it's human nature to look for morals and themes. There's an art to the delivery, of doling out the details and keeping the audience hooked. Even everything the storyteller says is written down word for word, just reading the transcript still wouldn't be the same as experiencing it from him first-hand.
When playing pencil and paper RPG's, the DM is the storyteller. He can shape events, drive the story, and make sure that his willing victims will have an interesting experience. The story will flow in an orderly fashion.
Cracked has a great take on this.
King: Wanderer! Thank the gods you've come! The prophecy told us that a mighty warrior would arise, worthy of wielding Fjalnir, the God-axe, and slaying the evil Demon Prince Synraith. We believe you to be that warrior. What say you, traveler? Will you accept this task?
Me: Yea, verily I shall accept thine task and vanq- wait, Synraith? Fiery dude in a floating city? Cape made out of screeching souls? Ahhh, [censored]. I already killed that guy.
King: You ... already slew the Demon Prince, the Knife in the Dark, the Void at the Heart of All Men, whose identity you did not learn until just now?
Me: Yup. I saw that castle floating up in the sky, and I wanted to know if I could jump up the rocks to get in the back way. It took a lot of reloads, but I finally managed to hop on up in there.
King: You "hopped on up" into the Abyssal Palace?
Me: Yeeeep, yep yep yep. Just squat-jumped on in there and looted the place. Then I killed that Sydney guy-
King: Synraith, Demon Prince of the Abyss.
Me: -yeah him. I ganked that guy. Mostly just to see if I could. Plus he looked like kind of a dike.
King: Indeed, the Foulest of the Foul was "kind of a dike." But you vanquished him without the aid of sacred Fjalnir, the God-axe?
Me: Totally. It wasn't even a thing. I just hid on top of a bookshelf where he couldn't reach me and shot him with arrows. Then I waited until he forgot I was shooting him, and did it all again to get the sneak damage bonus. Took a while, but he died all the same.
King: Forsooth! Thine heroic deeds are ... well, that sounds kind of [censored] up, actually. Never thought I'd feel bad for He Who Devours. So you have no need of our sacred totem weapon?
Me: What, the gold dealy, with the shiny bits? Nah, I already stole that out of the display case four hours ago, before I knew who you were. I gave it to Sven, but he Quantum Leaped out of the game with that [censored].
King: Huh. So. I guess ... the bards will ... sing of your tale now?
Me: Oh yeah? Sweet, let's hear it.
Bard: The hero came with eyes aflame / his tasks already done / the land was rescued all the same / but 'tis kind of a [censored] song.
Me: Word.
Read more: 5 Personality Flaws Skyrim Forces You To Deal With | Cracked.com http://www.cracked.com/blog/5-personality-flaws-skyrim-forces-you-to-deal-with_p2/#ixzz1fifOYykj
You don't really experience this problem with a well-done shooter like Max Payne or the original Half-Life. The story is on rails. There's no question of who you are and what you're doing, you're doing it. The creators know that of everything they create for the game, you're pretty much going to see 100% of it on the first playthrough. Even for something like Grand Theft Auto, faffing about in the open world sandbox is only delaying the appearance of the next story mission. You can't do things out of sequence. You can't wipe out the boss' lair before you've ever met him. Just imagine trying to watch your favorite movie with the scenes jumbled and out of order. Try enjoying a joke when the punchline comes before the setup.
The problem with an RPG is that the creators want to give you choices. This means a serious amount of content that the average player will probably never see. For Fallout I hit Youtube to see the alternate consequences for my decisions since I wasn't planning on replaying the whole thing again.
But for all the branching dialogue trees and numerous places to go in Fallout, it ended up feeling a bit sparse because there was breadth but not depth. The options of what to do in Megaton got cleared out pretty early. There was never any need to talk to the locals again. Pretty much the only one I interacted with was Moira. No need to hit the bar again, no other quests generated from talking to people. But look, there's a group of vampires in the wasteland. There's a bug lady and robot guy fighting! And look, Rivet City! Except again, it's sparse.
I can understand the limitation with Megaton. You had the option of blowing it up. That would represent a lot of content the player would never see if he did it early. But by the same token, there really isn't much to lose from the meta-gaming perspective since the town doesn't have much to offer.
I'm about 30 hours into Skyrim and haven't seen even a fraction of what's there but I've seen the grumbles about there feeling like a lack of significance in the player's actions. I think this is compounded by just how many significant things are for the player to do in the game. You're not just Gordon Freeman here or some simple protagonist who can play nice or play mean. Even if you're dragonborn, if you play as a jerkface psychopath you could avoid the whole birthright thing and just be a bandit. But this brings us back to the problem of how much alternative content needs to be created to account for all of that. Anyone who becomes the master of a guild should be treated as such. If you have five guild quests, that's five reactions that must be crafted for every character you meet.
This isn't even getting into the problem of player leveling versus enemy scaling. Scaling is put in place to keep the game interesting even when the player is at a high level but get too good and you can still easily blow through stuff that was supposed to be more of a challenge. And keeping it challenging requires a bit too much meta-gaming on the part of the player. I know in retrospect that I wasted too many perk points on things that won't really pay off for me. A more linear approach could make this a little more sensible but it would also change what the game is.
I think if the developer remains completely committed to an open world with a wide range of "good" and "evil" actions, the depth will probably remain shallow simply because they're spread too thin trying to provide the breadth. I think that a better narrative flow would require a little more linearity.
Personally, I think I would like to see a little less put into random encounters I might never see for the sake of breadth and put more depth into the places I'll be the most. I like the idea of having a home base. In a game like Fallout, I'd like to see more to do in Megaton. Super-mutant raids, more quests from within town triggered by your progress through the game, etc. Have the place visibly change based on your actions. Rescue people from the Wasteland, get new NPC's. Improve the defenses, see a proper town guard setup, see patrols heading out into the wasteland. Spread some civilization. Some piss-poor town like Bigtown, share resources. You do that quest and the last time you interact with them is the Super-mutie raid. There's no followup.
I bring up Fallout because that's the last Beth game I played to the end. I suspect that none of this is happening in Skyrim either since most of the town quests I've encountered are one-offs from different people.
I don't know what most people are thinking when they say "I want to see the impact of what I've done in the game" but for me it would be the kind of thing where anyone who's played the game for 10 hours looking at my game a hundred hours in would say "Wow, what happened?" That could be from random statements of characters, cities, surroundings, etc. I'm a thane but have no idea the significance of that because it doesn't seem to have earned me any credibility with the people I talk to. I've seen mention that there's city sieges in the civil war storyline but I'm guessing it's not what I'm imagining. I'd want to see the cities in question devastated from the attack and then see them being rebuilt in the following months. I'm not sure if the engine is up to simulating the results of huge battles but I'd love to put that to the test.
I'm just not sure if there will ever be a way to satisfyingly reconcile the differences between linear and nonlinear storytelling. My suspicion is that the linear story will always be stronger than the nonlinear but the absolute freedom of an open world might make the trade-off sufficiently rewarding.