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He's right - if he means in context to other mediums.

Sorry guys, but ME has good storytelling for a videogame but pretty weak storytelling in context to other mediums.

So he's right I'd say. But this is known. Vidoegams in terms of narrative are where films where years ago not long after the medium got past the sheer fun of the technology and ducking when someone seemed to shot a gun at the camera.

Although he normally annoys me, I think he's also spot on with the issue of keeping the gamer in context to the narrative and not thinking mechanically.

In ME1, for example, within moments it was obvious to me as a longtime gamer that there was a very simple 'good/bad' mechanic and each time I'd evaluate it from a game mechanic point of view - do I slap this guy because I want more renegade points or try and calm him down because I want to be a paragon.

Funnily enough, Silent Hill 2 I'd argue had the best approach, where you never even knew you had a choice as everything was kept hidden from the player. That's the better approach I think. Remove visibility to the mechanics. Simply offer the choices blind like real life.



Try to be reasonable... its easier than you think...