case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2011-02-06 04:27 pm

[ SECRET POST #1496 ]


⌈ Secret Post #1496 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

Secrets Left to Post: 12 pages, 293 secrets from Secret Submission Post #214.
Secrets Not Posted: [ 0 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 1 2 - too big ], [ 1 2 3 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.

(Anonymous) 2011-02-07 12:45 am (UTC)(link)
Gameplay isn't just about pressing buttons to win, that's way too shallow of a definition. Gameplay covers the entire DESIGN of the game, how the world and levels function, what abilities and limitations the character has, what the player will learn and in which order, how everything is carefully calculated to evoke desired responses from the player. A game is, by definition, not a linear experience. It's not a story. It's a complex mechanic that may be used to deliver a story.

Basically the existence of good storytelling in a game is entirely dependant of how well the game itself functions. Unless, of course, you "story" is just a bunch of cutscenes that might as well have made up a standalone movie, thus defeating the whole purpose.