DTG said:
Yes I have played the game, but your point about it explaining immortality through the gameplay sequence of death and rebirth was false.The game actually explained immortality through pages and pages of vast dialogue. It baffles me that you would even mention Planescape as a game that has compact storytelling presented through its gameplay when it has the largest script ever written for a video game. Not having fully answered its questions isn't a demonstration of good storytelling. Hell, MGS2 had more loose ends than any game out there. It's simply a style of storytelling not a matter of quality.
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DTG, did you see my previous post about about pointing NPC interaction as a viable way to integrate the story into the gameplay? No matter how big the game's script is (btw, Planescape's writing is divine), if it's used through NPC Interaction then it's already inside the gameplay, more so when it's games that have choices/consequences. Planescape has almost all of it's story (well, most of it) inside the gameplay by default.
And sometimes the the best way to explain something is to experience it. That is basic pathology, teachers always use exercises, after explaining the thesis to the students, to demonstrate it. This would let the students better absorb the information given. Same thing for games with complex stories.
This is not the case of MGS2 or MGS4. They exclusively use non-interactive scenes to tell the story, and that is just wrong when it's story-heavy games. It does not give the player anything playable and worst of all, it's storytelling is convoluted and not simple enough in many parts, leaving some people mind-**cked.