Quote:
Originally Posted by SkatesSC
Hmmm, I disagree. Open world doesn't mean poor story/poor characters. You can have a solid linear story take place in an open world game, and leave the exploration to side quests that give you additional lore/items/exp/etc. An open world *zombie* game with a rich story would be difficult. Very difficult. The mechanics of the zombie apocalypse alone make the two combined very hard to pull off.
Difficult but not impossible.
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I see that my idea of "balance" between narration and open world has suggested that I see the terms as completely opposed to each other. That is actually not
entirely the case. "Difficult but not impossible" actually is far closer to what I believe.
Narration means: Specific events happening in order at a specific time between specific entities/characters at a specific place. The entire idea of an "open world" is that a player chooses his actions - when he desires, with whom he desires, where he desires. A certain opposition is there, no doubt.
I see your suggestion working out, and it could well mean a great game - but it does not mean much more than distributing game elements between story and open world. The 'solid linear story' has the aforementioned unity of action, time and place - the side quests or exploratory elements do not. This does not dissolve an opposition between story and open world.