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riderz13371 said:
Mnementh said:
riderz13371 said:

To clarify what he meant by parallelism in storytelling, Minkoff explained, "There's a cinematic term called an 'idiot plot.' An idiot plot is when a character makes a choice that the audience wouldn't make. It's like, don't go through that door! And it's very important to us that we do it right, that we make you - every moment - buy into what the characters are feeling and make you feel the same way."


Simple solution: make the game nonlinear, so that the gamer CAN decide to not go through this door.

The game isn't as linear as Uncharted but then again it's not an open world game. You can choose to do things like go away from the main story missions to scavenge for materials, ammo etc. There are also many ways you can approach a mission and many ways in which you can approach enemies. Whether you choose to sneak by quietly, take them out one by one quietly or go in there guns blazing, it's all up to the player.

Well that's fine (I don't know much about TLOU). But it will not the first nonlinear game which avoided the 'idiot plot'.



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