New Challenger: 3 Reasons Why Gaming Will Destroy Itself Part 1
21 hours 59 mins ago
GameZone's Stefanie Fogel takes a look at why sandbox games have trouble telling stories, and why developers are beginning to move away from the genre to create compelling narratives.
Balancing a compelling storyline with non-linear gameplay has always been the biggest challenge developers face when creating an open world game. Sometimes a compromise is made, such as side missions that don't interfere with the main plot (Assassin's Creed, Assassin's Creed 2). But, more often than not the story is simplified, sacrificed on the altar of player freedom.



Comments
Do sandbox games generally have crappy stories?
Yes.
Are developers moving away from them to make better stories?
Um no, developers outside of the genre have been making good stories for as long as sandbox games have had terrible ones.
What the *bleep*, someone please punch that guys parents.
As for the Japanese having trouble making narrative interesting in open world games, hire some professional writers you lazy gits.
Right, so because it wasn't a direct part of the main questline it was rubbish even though, as you've said it, it got everybody talking and thinking about it? I'm sorry but what kind of imagination-less, thick-as-a-post retard are you? -.-
You need a good mix: GTAIV and Fallout 3 both have this.
The story works best with those, because it's loose and hanging, without being unneeded but it doesn't drag you away from the chance of doing whatever you want.
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