The Ghost of RubangB said:
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."
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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.
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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?
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Why should you need brancing storylines or multiple endings? The interactivity is the gameplay the cutscenes are movie. There''s both interactive and passive entertainment.