Source (
http://www.irontowerstudio.com/forum/index.php?topic=330.0)
Vince D. Weller (whom we interrogated (
http://www.starwarsknights.com/fullstory.php?id=470) less than a month ago) has managed to assemble an all-star cast to discuss setting (
http://www.irontowerstudio.com/forum/index.php?topic=330.0), story (
http://www.irontowerstudio.com/forum/index.php?topic=342.0), and characters (
http://www.irontowerstudio.com/forum/index.php?topic=343.0) in western RPGs. Highlights include Chris Avellone (lead designer on Torment and KotOR II as well as the guy behind New Reno in Fallout 2), David Gaider (the creator of HK-47 and lead writer on Dragon Age), and George Ziets (the creative director for the delight that was Mask of the Betrayer).
The thing is an amazing read and VD deserves a signed copy of the complete works of John Milton. Who would sign it, I don't know, what with him being dead and all. But, Mr. Weller, if you're reading this then imagine we are presenting you with a signed copy of the complete works of John Milton.
I prefer to focus on meaningful player choices. An overarching storyline can be essentially linear, but the player can be offered critical choices at pre-defined points in that storyline. (And by critical choices, I’m talking about choices that have visibly different consequences, or lead to branches in the story structure.) That way, the design team maintains control over the number of possible outcomes and paths, while players understand that their choices matter, and result a distinctly different experience. And *all* choices should have consequences, or they shouldn’t be offered at all.
This one measly little paragraph should be the bible of all aspiring game designers and all of the modders in Holowan. I think I'm in love...