Frequently Asked Forum Questions | ||||
Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
Ehhhhh . . . . . | |
Posted By: Leisandir <joecooperstein@hotmail.com> | Date: 1/3/13 6:54 p.m. |
In Response To: Re: My H4 review - Campaign (Gameplay and Story) (Gravemind) : You mean three. *points to self* : Back to the subject at hand, even if we admit that button pushes pulling us
: Even QTEs fall into a related category; though the player is technically
: It's best to air our grievances out now in the hopes of avoiding these things
Optimally, the player should be in control of most of the game. However, taking control away from the player is one of the strongest narrative devices a game designer has. That isn't to say it should be done regularly, but it can be very powerful. Crysis 2 uses it to deliver one of the coolest and most subtle elements of the game's story. I don't think the button press falls under that narrative umbrella, but I also don't see it as egregious as a QTE. That isn't to say that QTEs can't be useful, but I've only ever seen them put in as a replacement for an actual segment of gameplay, or to try and make a cutscene more interesting. The button press is no worse than the animation for climbing into a vehicle, assassinating an enemy player, or reloading your weapon. For me, it actually did help to make me feel more like a part of the game.
|
|
Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |