"In static media, inconsistencies can be hidden from the audience to a certain degree, but in a dynamic medium such as nonlinear games, the player has more time and capability to explore the narrative space - inconsistencies are not only at risk of being uncovered, they can begin to unravel the entire tapestry of the story.
Players will have a variety of different responses to inconsistencies - a few will devise their own mental models to eliminate them, but many will become confused or annoyed. Either way, the player's attention is diverted from play, which cannot be beneficial.
Internal consistency must apply to every character, every line of dialogue, and every branching story path the player encounters. This means game writers must be especially careful with recombinant branches, as the game state can become ambiguous, leading to dialogue that risks being inaccurate or in the worst cases wholly inappropriate."
This passage highlights the importance of having a coherent world, so that the players attention is not diverted from play and they are not removed from the 'magic circle' of play. This will be incredibly important for me to think about when creating my story, as this will allow me to produce a much deeper story that actually makes the audience think.
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