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Re: Story and Gameplay Integration | |
Posted By: 3Suns | Date: 1/15/07 8:56 p.m. |
In Response To: Re: Story and Gameplay Integration (Narcogen) : Nah, I was already thinking of it. : That, as well as a look at where, in each game, story is revealed and/or
I just played some more Gears last night and realized that there are more cutscenes than I was remembering. However, they seem shorter and more relevant to the immediate action before and after the cutscene (probably a reflection of the simplicity of the story as compared with the Halo story). Also, there are semi-controllable moments, mostly when receiving verbal orders, in which you can move Marcus around, just not quickly. Hmm... : It's a big leap. Gaming AI, I've always suspected, has been a bit like
: I remember working on a school project once that was a model. My dad, being a
: Another student actually built a wall out of wood blocks, block by block,
: That student, upon seeing the model I brought, was in shock. In his mind, the
Poor kid. ha ha ha. : Since there was no prohibition against such materials, nor any specific
I understand. Good analogy. : I think the comparison between scripting and AI is like that. There's some
: With scripting, though, all the designer has to do is make some good guesses
: I don't think scripting is going away. I don't think computing power or
: Note that Halo doesn't have bots. I think it's because Bungie hasn't really
: That's a guess on my part, of course, but I think it's backed up by a look at
: The barrier isn't AI here, it's art. Hmm... That makes sense, because since I heard about the model of A.I. being used for The Sims, no one has been able to convince me that a A.I. over scripting is either the better or more economical way to go for an epic AAA game. : For each of the various routes you take
But that is exactly what one would get (lots of people replaying it). There are very few script heavy games that I would like to play again. On the other hand, Rockslider type battles, especially if we can Saved Films them, I will play that again and again. Here is a recent example of the limited replayability of scripted events/linear gameplay. In Gears, there is an enemy called the Berserker. The first time I played the game I beat it on Casual and it is the biggest thrill I have had since I watched Alien and The Thing for the first time. All my high school horror movie watching days flooded back to me. It was my favorite part of the whole game. Last night, I went through that level again on Hardcore and beat it second or third try (within about 10 minutes). I got a 30 point achievement for beating it on Hardcore, which surprised me, because it was a cake walk compared to the first time on casual. I realized that the Berserker was a one thrill wonder. Too bad. : I don't think we'll see that. I think that game would feel too short. I think
: Think of finishing Halo 3 in 5 hours without trying hard! Hey, it need not be easy. There is no evidence that a well constructed Mombassa, with all the trimmings, need have been easy. This is definitely a personal preference thing, but I I would far rather have had a 3 to 5 hour game in Mombassa (that I could play over and over again - fighting with my NPCs riding shotgun, jabbering away) than what was Halo 2. To be very forthcoming, my domestic circumstance also influences this, I am sure. I simply don't have the time or concentration for a 40 hour game, or even probably a 20 hour game. By the time I complete it, I can't remember the beginning from the end because I have had to stretch it out over such a long period of time. (This is my only fear about Bioshock, though because of the A.I. modeling - open nature of the game - I have reasonable hopes that it won't be a problem). : The other method, of course, is interactive events, like Half-Life 2 has.
I would love to read that thread. I'll do a search for it.
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