shio said:
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. |
==> a point that make a big difference between MGS4 and WRPG (lets say PTorment since I played it) :
MGS4 is an action game in a conflict zone while WRPG are "longtime" (many months) games with conflict zone AND peacefull zone.
The key point is that PTTorment is using the peacefull zone to drive the story while the fighting are used to fight !
U will find this in ALL the WPRG where u will always have town where u can rest and discuss.
In MGS u dont have time to lose since all is about action (fighting/shooting/snaking). So Kojima can't bring some NPC to explain you the story in the gameplay since the conflct is everywhere. that is why he is using cutscene/codec that break the gameplay BUT content a lot of action/dialogue mixed that completely fit with the game.
Of course, in a WPR u will be able to choose what to do using different answer to the NPC but at the end, all is chosen for you since there is generally 1 ending and only 1. This is particularly true a Planetscape Torment.
At the end, MGS and the WRPG are not so far despite some people want to believe. The main difference is the relative interactivity of WRPG dialogue (mixed with poor visual because character are not moving while they discuss) versus the no interactivity of MGS cutscene m(ixed with AMAZING action visual).
Time to Work !