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Re: Types of immersion | |
Posted By: Charley117 <marcusrrjw@hotmail.com> | Date: 1/26/08 3:25 p.m. |
In Response To: Types of immersion (Cody Miller) : Immersion and plot seem to be at odds. If we define immersion in a videogame : world as a lack of obstruction between the player and the world, as : immediacy, then any effort to tell a story is going to impede upon that, : simply because to tell a story, you need to take freedoms away from the : player. : Think about it; the story is in a sense the opposite of interactivity. It's
: It's interesting you mention half life, because the first game was very
: With each installment of half life, have you noticed that the story sequences
: But I think there's a different kind of immersion that's created when you
: So to me, it seems that this idea of trying to remove barriers and letting
: It's strange; Halo 2 had some of the longest cutscenes of the games, yet
: Truly an interesting question for future game developers. Honestly I think your wrong about Half-Life. I agree that as the story has advanced more sequences of exposition have developed and been inserted, but never do they really force the plot away from the player. At the start of Episode One your found buried alive and rescued, your first goal is given to you - delay the explosion of the Citadel. You then carry out this goal, and begin your escape from City 17. You caused that explosion, you delayed that explosion. At the end of the day Gordon Freeman is at the forefront of most major events. He moves the plot forward by his actions, and in turn, the players. Sure, dialogue and computer monitors might point you in the right direction, but it is you the player that follows through on that task. You make it sound like this isn't the case... that the action is totally removed from the player and shown them only in cutscenes. Like the Arbiter killing Truth. Half-Life uses it's fully interactive moments of scripted drama to inform the player of events far and wide, to tell them what needs to be done... Halo uses non-interactive cutscenes to show the player events outside the normal limit of game play. The end of Half-Life 2 Episode 2, which I believe is the cutscene your referring to, is in fact designed to take control away from the player. It's not Valve having to compromise their own ideals, it's Valve showing the player how helpless and vulnerable you are when faced with the Advisors. It's designed to be a break from the normal immersive play where the player controls what they see, hear and do. - Charley
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