Fallout is da Bomb (RTSs are fun too)
We've been talking a lot about DB narratives lately. I've been very interested in how DB narratives can apply to the realm of video games. We had mentioned about how video games can be considered a DB narrative in the way that the user is somewhat in charge of the unraveling of the stored story. I was giving this some thought, and I think that for about 80 or 90% of video games this isn't fully true. While it is true that there is some lateral movement possible in most games (such as side quests and what not), it can essentially be boiled down into getting from point A to point B. Point B is a given, and the player really has no choice as to whether they want B to be the end result. There are, however, two types of games (that come directly to memory) which do not necessarily adhere to this.
The first I'd like to mention is real-time strategy (RTS) games. There is no real narrative at all to these games. They're like chess on steroids. You have the goal of beating the enemy into submission, and there is no plot to be unraveled. I think that these games could be considered exempt entirely from the DB "narrative" designation. Just win.
The second is games like Fallout. You have (essentially) a fully open-ended environment to interact with. Do you want something that someone else has? Be a friendly and persuasive negotiator and become well known for your diplomatic abilities... or you can do like I do and just steal it from them when their back is turned. The game will adapt to these sort of decisions, changing the environment to reflect your actions. If you are upset by what someone says about you, you can literally decide to murder everyone in town (grizzly, I know). Beware that in the next town the word of your evil-deeds has most likely spread and your reputation will repulse people. Even this example, though, has a starting point and an end goal.
In this analysis I am looking at games as functioning similar to novels, and if they adhere significantly to that design of a linear narrative it entirely negates their ability to function as a DB narrative. I also believe that recently there have been an increase in non-linear narratives, or at least non-linear narratives with linear sub-narratives incased within. Management/god games like Black and White and the Sims, the GTA series. These could all be seen as possessing a more DB-style narrative...
Right?
Wow, there are a lot of games out there... and I've kinda confused myself thinking about all of them...

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