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Mr Khan said:

See, i don't mind the heavier story. What bugged me about Other M was that they dropped all pretense of freedom (even though the game was only slightly more linear than such classics as Prime and Super, who were almost as linear, but did a better job of hiding it). Locked doors that would be opened by plot convenience, authorization, etc. In terms of mechanics, they are the same as other games (doors are openable when the developers wanted you to be able to open them. You recieve new abilities only as the developers approve)

 

It's a matter of perception, but it's important. It should feel like you're doing these things because of your own efforts.

 

So i don't care what level of plot development they choose to go for (so long as Treehouse gets more creative freedom in translating and Sakamoto hires a professional writer), as long as the *pretense* of freedom is restored.


If you didn't mind this particular narrative, no harm done, to you. However, imagine yourself in the position of a player who *likes* the gameplay, premise, setting etc. etc. but finds the story grating.

In that position would you agree that 1) the fact that you can't skip ten minute or longer cutscenes is a nuisance and a waste of your time and 2) that if you did skip them you *may* be bothered by the fact that you now lack context for what is happening/who you are fighting etc.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.