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Re: Story and Gameplay Integration | |
Posted By: Cody Miller | Date: 1/16/07 12:32 a.m. |
In Response To: Story and Gameplay Integration (Narcogen) : In a sense I agree with what you're saying; but I have to admit I cannot : think of a way of achieving this without more radical changes to gameplay : than you suggest. Combat objectives could allow for more player initiative : if level geometry was more open, allowing for multiple paths to the same : objective. But I know what developers will say to that. If each and every : combat encounter had two separate paths, you'd be able to finish the game : and see only half the content, essentially. I think that makes developers : nervous. Content takes time and money to develop, and once that time, : money and energy is invested, they want the player to see that content. So : instead of making a game you could play twice and never see the same thing : happen, they string all the encounters together in a linear fashion to : make sure you see it all. See Half Life 2. You are given very few objectives in the game. I can think of only 3 in the entire game. However, in the game, you never ever feel like you're being told what to do. There's only one way to go, but you always feel like it's your choice. For example, there is a shield barrier blocking access to a bridge. What do you do? Nobody tells you anything, but eventually you figure out that you can navigate the support structures under the bridge, make it to the other side, and power down the shield barrier. Every section of the game feels like this. Yes there's only one way to progress, but it feels utterly natural and in line with what I as the player want to do. The game is linear, but it doesn't FEEL that way, since you have this objective, but the specifics of how to do it are not told you. You go through numerous settings, fight numerous enemies, and solve numerous puzzles before reaching your objective. Even though it's a fixed path, you feel like you used your wits to get there.
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