ZenfoldorVGI said:
For instance, there are two minds on the choice/consequence. You automatically assume everyone would think choice is a good idea. I perfer linear design in a story. Therefore, if you were to review a jrpg, you should adjust the score upwards or downwards based on how you personally view genre conventions. Some prefer to be told a story, some prefer to be able to affect it. One or the others superiority is an opinion, and you may be surprised how many people share my point of view. It's kind of like assuming that giving Zelda a more adult feel would make it a better game. I contend that it would make it worse.
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I'm with you about linear stories. I'm a big fan of being told a story. I don't read a book expecting to read "If you want to go left, turn to page 36, if you go right, turn to page 94" anymore. And for games with strong narratives, I really would rather have the game developer, as the story teller, tell me the story. Especially since most games that give you choices seem to give you 2 extremely polar choices with very few "grey" choices available.
@shio: I didn't know that was a big feature of IU. Then again, I guess I didn't pay too much attention to it, just saw a couple gameplay videos/trailers.







