Posted on: September 16, 2020

Nezna1ek
Jeux: Avis: 10
"not-so-narrative-adventure-game-thing"
Jon Ingold, the narrative director and one of the founders of Inkle studio, had an interesting presentation about Heaven's Vault at GDC18: https://www.youtube.com/watch?v=o02uJ-ktCuk The issue I have with Heaven's Vault: it is not really a narrative-driven game(-thing). Lots of content is procedurally generated or randomly picked (from a pool of relevant choices). Writers/content creators gave up lots of control over the story/narrative in order to give you lots of freedom and let the story unroll "naturally" as you go. This may be good. In fact, it is probably great for some players. But it is also an inferior option for me. I like very logic, carefully designed and deep writing. The game gives you meaningful content but the overall perception over how payers should play the game (e.g. no saves) and the dictate of what is and what isn't meaningful is very alien to me. Is or isn't being stuck at some point at a story not meaningful? Why am I not allowed to ask the same question again? Why am I not allowed to visit the same locations again? I believe Inkle created something which is a more gamey and less narrative thing then they believe. The system they have created keeps the tension by constantly giving you something to chew, few choices to make and prevents some typical issues with "a player hasn't noticed". It has its price: you may not notice since you have always something to do, but the game plays you. You have found A not because you were in the right place at the right time. The game generated A for you because it was "meaningful" at that time and place.
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