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shio said:

It's harder to implement the story inside the gameplay than paste come cutscenes. It can take more talent, more time, and therefore be more expensive... but the harder it is the more potential it has. Planescape: Torment is the perfect example of it (I'm not sure if any game will ever surpass it in terms of story).

I never played Skies of Arcadia so I'm just following up on your comment, but there are always limitations such as budget, time constraint and hardware limitations. However, if you had none of those limitations, what was there to stop you? Did Kojima have any limitations at all? Certainly not budget or hardware. And possibly not much on time either.


It's not that it's harder to implement so much as in some game settings it is simply not possible to stay within the genre and do it.  In a game where you walk around and get into turn-based battles, I don't expect the entire game to suddenly change into a Ninja Gaiden/Devil May Cry action game for a single battle.  Much like I don't expect a 2D fighting game to turn into a side-scrolling shooter, I expect some consistency within a game.  Due to this, I'm very much okay with giving developers the leeway of telling their story including things we wouldn't be able to play with cutscenes.