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February 2nd, 2013, 20:26
"Open worlds and scripted stories generate incompatible demands. " - I think you're partially right, but I wouldn't necessarily say incompatible. I think it's more that, during game design, as you increase the openness of a world and the richness of a story, simultaneously, you exponentially increase the difficulty of achieving your goal. Or something. It's doable, but it's God damned difficult.

Usually, you end up compromising on one instead. Like allowing nonlinearity but not as much consequence for choices made. Or making the stories more independent, so they aren't connected to external (perhaps wildly divergent) events.
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