One of my favorite games of all time, Betrayal at Krondor, was a lovely lngthy game, as well as one with _tons_ of storyline. It worked very well for two reasons (I think): first, they storyline had heavy input from the author of the books that formed the basis of the game (Raymond Feist), and second, it was a very open game in the sense that you were free to go almost anywhere in the world at any time, and were provided tons of non-linear side plots. This made game play very long but not boring, and meant that if the player didn't care too much for the current part of the storyline or plot that they could go do their own thing without being ramrodded back into line until they chose to go back.
(no subject)
Date: 2006-01-22 07:26 pm (UTC)