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DTG said:
The Ghost of RubangB said:
DTG said:
Miyamoto may design revolutionary/great gameplay but Kojima has managed to lift games to a medium equal to film as a device for deep, meaningful storytelling. He transcended the very definitions of what a video game is by creating the "interactive movie". Miyamoto has never really transcended the medium until the Wii and wiifit in particular.

He didn't invent the interactive movie.  Those were on Sega CD even.  For example: Night Trap.

At what point in an MGS game do you interact with the movie?  Isn't it a back-and-forth between gameplay/movie/gameplay/movie?  Because that's actually a step backwards.  I think you're looking for the phrase "more cutscenes than ever."

 

Games with a lot of cutscenes = interactive movie. The cutscenes are the primary aspect of MGS and the gameplay segmets provide interactivity between storytelling scenes, creating a movie with interactive gameplay pauses.

If that's your definition of interactive movie, then I think you're talking about Ninja Gaiden on the NES, or possibly before.  That's the first one I remember.  (link to cutscenes on the NES: http://www.youtube.com/watch?v=aRLqwsXebHQ )

Neither of them are interactive movies though, without branching narratives.  If you can't actually interact with the story (i.e. change it), then you're just playing a little, watching a little, playing a little, watching a little.  If your gameplay doesn't change which movies you see and which ending you get, it's not interactive at all.  It's just a regular narrative game, with movies in the middle (like Super Mario World).

How many endings does MGS4 have?