| Khuutra said: The fact tat they're planned out beforehand doesn't change the experience that a player has in terms of perception of spontaneity. |
I don't know if I made it clear, but I'm not addressing how the player feels. I'm just discussing the quality of the writing. Even mediocre writing can get you personally invested. See the Resident Evil games. The point is there is a problem when one tries to claim it's up there with the best writing, regardless of how you feel when playing.
richardhutnik said:
I believe the videogame industry will end up bankrupt if it attempts to create movie-like experience and have to script EVERY SINGLE response to what players do, and do it on a production level seen as a movie. This is a recipe for unexpected bugs or bad cost overruns. Of course, an approach to be able to end up managing this would be to go the sandbox route, and end up creating a game world that is a system that interacts, and player responses cna be dynamic and the world manages it. This way, you don't script things, just set up the behaviors for the actors in the world, and manage them. You could then end up scripting main story arch in it, but you don't try to end up scripting it all. Of course, you can go the MMO route also and have players as actors in this world. |
I'm not suggesting we actually try something like that. I was just pointing out that the system as it is means it doesn't have the same context requirement as gameplay. You need to know the quality of the controls and level design by playing the game, for the most part. Some exceptions are games that are so bad you can see the problems in the video (such as the wonky reticule in 50 Cent Bulletproof), or when gameplay is very close a game you are already familiar with (I find Battlefield Bad Company and Modern Warfare 2 have very close controls, so if I didn't know one beforehand, I would know by knowing the control of the other game). With a story, if there are three options for what a guy says, those three options will not change, so you can judge each line by watching them.
Let's say the first Resident Evil had a choice of scenes where you get the lockpick. One is the infamous "the master of unlocking", and the other is a scene with good writing. The former scene would still be so bad it's good, even if how you play the game determines if you see the scene.
And I should have put that in the OP. I just forgot.
A flashy-first game is awesome when it comes out. A great-first game is awesome forever.
Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs








