If stories (and art) depict concepts and their connections then a story in a game world very intricately shows these connections.
While enthusiastic about your idea it has some echo of the hypertext 'revolution' which claimed a single book can now tell you 'all the stories'. I think it works for specific themes - with Amnesia you took fear and I think that is a great one because there is less interaction with the object of fear. But if your game is about a brilliant manager at DB achieving the brilliant current development of having trains compete with airplanes, then you could only tell me that story (conceivably) by distilling it down. Because you could say this story is about 'achievement of your goals', but I already am ahead of you and have worked out that this story also says something about the arrogance of planes in assuming for so long all their had to fear was one-another; and that this all takes place at the highest tables, the hardest workers, the men who make the world continue spinning and make it possible for us to get in at point A and exit at point B with as little trouble as possible. If we work out some more important moral points to make, some connections to show, some heroes and antagonists, this story becomes quite locked down when also adding interesting personalities. For all of this to exist within an open game world means that there has to be an
incredible amount of luck for all of this to occur.
Of course, your point is that story is not about these things specifically - but how will you convey the feeling of seeing your first train go through the canal tunnel bringing your first clients and seeing your profits skyrocket? Because I do not want to just convey 'pride' to the player, I
personally am not interested in such abstractions. I want that pride of a fully functional moral system. And for that to occur, some elements just cannot be up to the player. It is like the castle in Amnesia: so much is dynamic, but the player is
in a castle. My player is
in a very complex morally charged world.
Minecraft can entertain someone for weeks, I really prefer to read a book in which I have
no power but the outcome is far superior because of incredible amount of small events: Hugo speaks about the French revolution so much I feel tempted to be physically ill hearing one more word, but then the scale of the story becomes larger and larger and the plight his characters has such an amazingly large context. With his epic themes he can make the falling of a napkin the absurd longing of youthful love. All of this can only happen because the entire story is a huge, complex mechanism. Make one element up to me as a reader and I will fill it in with something not quite as good as Hugo. This is one of my old problems with games: pause the play and ask
me from the audience to play Hamlet, and I will quite definitively
not be as good as a trained actor - kindly just let me sit down and watch it be done by someone who actually
can do it.
But this is why you make Amnesia and I make Dinner Date - I think both approaches are very interesting; your experience is that of personal fear whereas my story evokes sympathy, not personal experience. I have been thinking about making a game about pure joy and what that would mean; and I decided to drop story right off the bat. But the moment I started thinking about showing any causal relation within this world ('what pride makes joy possible!') I found myself having to introduce more plot; leading me to consider a more ballet-like concept where the experience is about a singleton emotion; that carries better, like fear in Amnesia or rage with Kratos (though I think God of War games are incredibly childish and far better games about rage are possible). But again, the ballet brings you an abstracted experience of emotions, not the fine grained emotion of
Agora.
Perhaps that is a good question - how do you see more complex themes work in your view (the pride a son has of his father as he finally breaks from the leeching mother and marries a wife who is noble) and how do you view themes other than fear (the experience -not the act!- of walking through Hamburg and discovering each new street is as pretty as the last).
I had another idea related to this.
All stories have already been told.
This is why Hollywood seems to keep repeating itself. And why auteur cinema often seems plot-less.
I have been tempted for a long while to build a story which is clearly Objectivistic but kept falling in the trap that my story was, every single time, essentially 5% of Atlas Shrugged. Then in one of her lesser known works Rand writes a story about an author who needs to write a story appealing to the masses but keeps turning his 'evil businessmen' into heroes, his murderers into people with reasons - in other words, he is incapable of switching off his mind and writing lowest denominator fiction. When I heard the story I realized that all these ideas are incredibly good and that I should read mre and work harder instead of complaining it is impossible to write an Objectivist story.
I think story ideas are very much like good art - when I do not see any for a while, I stop realized
how good it is. Then I go to the ballet and I realize to what heights human art can reach.
Wong Kar Wai makes films which for me have all been unique and not catcheable in a quick summary.
These two realizations make me think that not all stories have been told, some authors have just run out of words.
A final note, this thread makes me just want to build 4 games to stop all this discussion and just
see whether I can make a ballet game about joy - we are sometimes discussing so much and there has been tried so little.