I'm confused, first of all. I don't know what the community opinion is on the use of a full story in a DROD hold. There have been a lot of references to "
story-driven rooms"
where the story is all about the puzzle and how the player attempts to overcome the challenge. Occasionally, this type of story has been accented by some sounds from the main character.
My question is of a different type of story in DROD holds. More specifically, a type of story meant to invoke deep emotions. A well-planned story with various twisting points. In my opinion, using a large story (for the lack of a better term, I'll call it that for now) gives the player motivation to solve the puzzles. It gives the player a reason to go through the hold. It gives the player the appreciation of another dimension in a DROD hold.
But to other people, specifically those who play the game for the awesome art of the mechanics, perhaps story beyond the depth of KDD 2.0 would simply serve as a distraction from the puzzles. I want to know how many people think like me, like the hypothetical person I've outlined in this paragraph, and like the other opinions in the poll.
Go ahead and poll your opinion and leave a post describing why you feel that way if it doesn't take up too much of your time. Mostly, I just want to know what people think of "
Large Story"
in a DROD hold so maybe other people can use this information accordingly.
EDIT: The fourth option should read: "
I dislike architects using "
Large Story"
as the basis of their holds. I'll play for the go
od puzzles, but nothing else. The blasted character limit cut me off.
Oh, and I'm Option One in case anyone wanted to know. Gotta love that story!
____________________________
It was going well until it exploded.
~Scott Manley
Check out the DROD Wikia project
here!
[Last edited by 12th Archivist at 10-18-2011 02:42 AM]