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Re: Story and Gameplay Integration | |
Posted By: Narcogen <narcogen@rampancy.net> | Date: 1/16/07 1:58 a.m. |
In Response To: Re: Story and Gameplay Integration (Cody Miller) : 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
Well, I think there are two reasons why HL2 feels so different in this respect. First is the lack of instruction. Most of the time, you're on your own. There are a few bits where you get help or instructions from Alyx or Barney or the random Vortigaunt, but most of the time, it's all you. Second is HL2's puzzles. The lack of someone telling you to "do what you do best, Chief... I mean, Doctor" wouldn't matter if all you could do was charge ahead into the fray, guns blazing. HL2 has plenty of physics puzzles, though. And you're right. That wouldn't work in Halo; Cortana would just tell you exactly what to do. Or GS would. Or Johnson. But in HL2 it *seems* like you have more freedom and initiative (even when you don't) because more often than not, you had to figure out what you're supposed to do, instead of being told. Just like scripting might be an illusion of AI, this lack of direction is the appearance of freedom. It's good enough. I have to say in some ways I prefer HL2's gameplay, but I prefer Halo's universe.
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