By using this site, you agree to our Privacy Policy and our Terms of Use. Close
Veknoid_Outcast said:
Hynad said:

Bioshock would have had the exact same gameplay even if it had relied on cut-scenes. Its gameplay doesn't give you more liberty just because it doesn't follow the same storytelling structure as a game like TLOU. It's pretty straight forward in its gameplay design, and the way it tells its story doesn't limit or open gameplay features. It's a story driven single player FPS, like many others. But it tells a good story in an interesting setting. 

I don't see how the way it tells its story helps its gameplay. It may help immersion, but in no way does it make its gameplay richer. It's the same with TLOU. The way it tells its story doesn't compromise its gameplay. There are scripted parts in both games. Both presenting them from a different perspective. You may prefer one to the other, but they're not different at their core.


I donno, I think the two are different fundamentally. There's cinematic storytelling, in which the player is a passive onlooker, and there's environmental storytelling, where the player is an active participant.

Most games that are story-driven these days rely on environmental storytelling to a certain point. TLOU is a good example of a game that uses both approach.

But gameplay-wise, not much is added other than immersion. And that's my point. From a mechanics/player input point of view, I don't see how anything is added to the gameplay. I don't see how going through a corridor with a scripted event in which most/all controls are removed from you while sticking to the game's first person view (as is the case for Bioshock Infinite) is any different [when it comes to gameplay] from a cinematic cut-scene in which you also don't get to choose the outcome.