
Alan Wake, Bioshock, and Fable 3 highlight where games need to improve in choice, consequence, and linearity.

The Outerhaven writes: Being fans of Fable, we decided to do an in-depth retrospective on the Fable franchise, exploring its choices, consequences, tone, and lasting impact on RPG design.

The Outerhaven writes: An in-depth retrospective on the Fable franchise, exploring its choices, consequences, tone, and lasting impact on RPG design.

VGChartz's Mark Nielsen: "All in all, it’s not hard to see why Alan Wake has received a bit of a cult following (there’s that famous foreshadowing again). It’s a title that blends themes and gameplay, while pushing the limits of storytelling by putting stories within stories and letting you read those stories before you get to that part in… the story. It has flaws, to be sure - the gameplay side can’t quite keep up with the rest of its ambitions - but overall it’s a great game that stands out among its peers and is undeniably… one for the books."
Choice are awesome in games... But the article doesnt mention Deus Ex 3? Thats what this game will be about!
I agree completely about having more emotion in games. I would love to be so attached to the characters of a game that I cry when something dramatic happens. It happens so rarely in games though.