» Fri May 13, 2011 4:33 am
The trick of any opening of a game is to set the hook. The game was all ready baught, so the goal now is to impress the buyer enough to encourage their friends to buy the game as well. To do that, dropping people off in the middle of no where isn't always going to set that hook. Long intro's may set off players after multiple playthroughs, but it has a much better chance of setting that hook.
As a writer, you have to give the players a reason to care, but then once the intro is over the ending has to be open enough to allow the character to do what they want. That's what games like TES and Fallout have to do because of the game world the story is being placed in. To linear and the player may feel forced to do something they don't want to. To open, and new players won't have a clue what to do.
Fallout 3 did a good job in telling the player to go investigate Megaton for your father, but once there the details are a little scetchy, and its open enough for the player to choose to help...or kill, the people of Megaton. The reason that Fallout 3's opening wouldn't work in a TES game however would be because a backstory is forced upon the player. You're always a vault dweller, and your goal is always to find out why your father left you. TES games allow for hardcoe rpers to come up with their own backstories but at the same time not demand the player to do that, allowing you to just play the game and your character's story to start now.
A good opening for Skyrim would be about Fallout 3's length, because it can really get new players into the lore and entice them to stick with the game and recomend it to others. The main quest however should not be forced upon the player, instead being written in an open format so that the player can choose what to do and not feel like they have to close their eyes and pretend that the world doesn't hinges on your actions.
At least, if I were writing the main quest, that's how I'd do it.