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Law 1: The Story is Everything. The story is what defines Adventure gaming. There may be puzzles. There may be action sequences. But it is the story which makes it an adventure game. The game will only be as good as its story. The puzzles may be good. The graphics and sound may be exquisite. But if the story doesn't grab us then the game won't leave us with a feeling of having done anything special. We might as well have played Solitaire.
The plot should unfold during the game. It is not enough to tell the whole story in the introduction like they did in The Arrival. That takes us back to the old Atari games which had a story on the box, but the game was nothing but a Zap the Zylon knockoff of Space Invaders. The only story that counts is the story that is told as you play the game. Does the plot keep me hooked so that I will lose an hour's sleep just to read the next chapter? That was the beauty of Myst. You wanted to know what was going on. You needed to get that next page to hear what that person in the book was going to say. And you were willing to play each chapter twice just to get both pages. Just solving puzzles for the sake of puzzles as in Rhem or Jewels of the Oracle might be fun, but there is no hook to that. It isn't special.
Are the characters well developed? Are their personalities unique, well defined and focused? Are they real? Is the story plausible? Ghosts and space aliens can be accepted as long as the familiar world works in the familiar way. People must act like people and institutions must act like institutions. And, finally, what is my place in the story? If I am being called upon to do things in a game, then it is me doing it. Role playing will only go so far. If I would refuse to do something in real life, then I probably won't like being forced to do it in a game. Summon a demon? Destroy a major work of art just to see what's behind it? Kill a guard in cold blood just to see what was in the shed? These are the kinds of things people have definite feelings about.
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