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Re: Story and Gameplay Integration | |
Posted By: Narcogen <narcogen@rampancy.net> | Date: 1/18/07 4:47 a.m. |
In Response To: Re: Story and Gameplay Integration (Cody Miller) : But to put this in perspective of 3Sun's critique, in all of what's happening : the plot isn't advancing. There are literally hours in which the plot : doesn't move forward in Half Life 2, and when you think about it, not a : lot actually happens. 50% of what's going on is told to you in the scene : in Breen's office at the end of the game, which comprises no more than 10 : minutes. That's very true, also. It can be said that the Chief isn't always actively involved in the "big events" of the Halo story, but Gordon Freeman is even less so. Despite not apparently being a trained soldier, his contribution to the large events of Half-Live 2 consist of traveling from one city to another and back, then inside the tower (which is the end, wherein most of the reveals are). Gameplay consists of a lot of "and then he went to" sequences. On the other hand, given the story's context, it's a lot more explicable that Gordon has to hoof it so far and gets minimal help. In Halo 2, I tend to wonder why we didn't drop closer to Regret's temple. Or why, with a Pelican right there, didn't we fly directly there? Freeman very nearly is alone, whereas the Chief is supposed to have backup; so some of the restrictions that place him in situations alone, or with little backup, seem artificial and contrived. : Halo's plot is always moving forward. You can't advance the plot with action.
I agree-- no one has yet come up with a good way to advance plot with gameplay action. I'm not sure it's possible. Even if I imagine an interface with no limits, I have a hard time picturing what that would look like, except in a persistent online MMO where half the population are role-playing NPCs that are dramatized by hired characters. : I guess it's just a tradeoff of what you like more. As you said Narc, you
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