theFlu
Hunter
You do have a point there, if the carnage that formed the path is the story, that's one thing. But it's not entirely that straightforward - if the story of the POI isn't "the making of the path", then lining up story events along the path actually shouldn't be "linear". A story can be told with chronological breaking as well (Pulp fiction, anyone?).As InfiniteWarrior mentioned, having a POI tell a story is a great thing as it can make the POI more interesting and less repetitive. But it is easier to tell a story if you have a path the player will follow.
But for me, the game of the maze practically always hides everything else from sight. I'm only looking for the next way to go, and while I will look at the story elements, I'm not trying to put together a story when there's a path to follow. It happens to me in other games as well, I have no idea of the actual story of an MMORPG until I actually stop and think about it.
It's probably highly individual for sure, I'm a mechanical being first and foremost - but I think it will affect everyone to some degree, just by splitting / stealing attention. Much like my complaint about the yellow quest marker with a progress counter to stare at while traveling, I'm blind to the world while I look at the count down. I'm blind at the POI while I'm looking for the path.
That way, if you want to tell Me a story, don't distract me with a rat race at the same time
