Dementia Praecox
Arbiter
What the hell, when I read a book I don't get, nor do I need, a reward for finishing a chapter. The urge to find out how the story goes is enough to keep me going. I remember Prelude to Darkness getting some pepper for insufficient rewards and loot. I didn't need that, my wanting to see how the story unfolded, how that particular quest turned out was more than enough to keep me playing (until the bugs and frequent ctds killed everything, but that's a different matter). Same goes for PST. The story and quests was what kept me hooked. In fact I played that game, in spite of the combat and phat loot, not because of it.
A non-linear game with multiple story-arches without the typical loot-type reward and stat-based character advancement is entirely possible. It just needs more work, more imagination and the will to move away form established doctrines of the genre. It's harder to make. But if it ends up being more of an adventure, so fucking what? I loved the old point and click-adventure games. Now if I could get one of those, in an open world of the Gothics or Elder Scrolls-type, with some heavy choice and consequences, and a good story to boot, I'd be overjoyed! I don't give a fuck about it's genre. I want that game!
A non-linear game with multiple story-arches without the typical loot-type reward and stat-based character advancement is entirely possible. It just needs more work, more imagination and the will to move away form established doctrines of the genre. It's harder to make. But if it ends up being more of an adventure, so fucking what? I loved the old point and click-adventure games. Now if I could get one of those, in an open world of the Gothics or Elder Scrolls-type, with some heavy choice and consequences, and a good story to boot, I'd be overjoyed! I don't give a fuck about it's genre. I want that game!