So, Morrowind. (I know people will get sick of me talking about this game. Please be gentle; I've only played about three games in my adult life and this is one of them.)
Morrowind is an interesting game to me in that while it has a storyline, you can just ditch it and go off and do your own thing, and it doesn't harm the enjoyment of the game at all. The main storyline is somewhat linear if that's all you're following, but the game encourages you to become a member of a noble house and/or join one or more of the guilds, and their quests interact with the main storyline quests slightly. You meet a god or two in the course of the main plot, and if you are annoyed with them you can kill them. It's not easy, and it's not always a good idea particularly if you want to finish the game, but you can do it. And yet the storyline still makes sense, all the way to the end.
Arcanum: Of Steamworks and Magick Obscura (besides being a really fun setting) is another interesting one. The plot responds to how good or evil your character gets and their resulting actions, to your race, and to where your allegiances lie-- with technology or magic. The way the game turns out actually is different depending on what you do, unlike in Morrowind where you can either succeed or fail; in Arcanum there are different outcomes depending on how you succeed. However, it's not as free-form seeming as Morrowind-- I have heard people say they didn't like Morrowind because they felt at loose ends and there were too many options, and I think the very structured beginning of Arcanum prevents that feeling early on.
In fact, come to think of it, the two games have very different structures. In Morrowind, in the very beginning of the game, anything is possible. You can choose not to follow the main quest at all, become an alchemist, and just travel from town to town selling potions and herbs to people, living out the rest of your days in peace and anonymity, if you want. You can build up XP and go raze a random town and be an outlaw the rest of your life. However, if you do follow the main quest you get instructions, which start out very open to your interpretation ("Establish yourself with a cover identity") and progress to fairly tight ("Talk to someone without these other people seeing you; ask about these things and return to me with the answers"). There are circumstances that have to happen no matter what you do (in fulfillment of prophecy, natch) and a limited number of options for dealing with them. In the end there is only one way to win the game.
Arcanum, however, starts out very tight. You've been in a mysterious zeppelin crash. A strange person insists on following you, acclaiming you some chosen one. There is only one way out of the mountains and it happens to take you by the mysterious stone with the inscription on it. Then there is only one way to get across the river and you can't do that until you have the key to the gate (at least there's a valid story reason for not being able to get past the gate until you do something; it's guarded by thugs). But from there the story begins to open up. The main quest is still pretty linear, but there are at least two outcomes to every quest and I think four or more to the ending of the main quest, if you choose to see it through. Trivial choices affect things like how good and evil you are and how magical or technological your bent, what allies you pick up and what enemies you make, what stories people hear about you, etc. One thing that is difficult is that it's hard to play a redemption story, with your character doing some horrifically evil things and then still getting the "good" ending in the main quest. There's a certain point beyond which you're stuck being evil with no hope of rescue. |