DTG said:
Planescape Torment did have a deep and excellent storyline. However saying that it had but only a few cutscenes is an understatement of the most extreme. The game has been referred to as an interactive novel for the amount of dialogue it contains. PT's script contains between 800 thousand words to over a million, easily trumping the size of even MGS2's 800 page magnus opus script. Most of the game involves extensive reading. I suppose it depends what you define as being a "cutscene" exactly. I consider any non interactive story exposition to be a cutscene. While PT's conversations often contained multiple choice answers which were interactive, much of the dialogue was still presented to you in a relatively linear fashion despite the instances of branching conversation tree's. Furthermore that sort of presentation would only work for an RPG game, it would be far too slow and sluggish for an action/stealth game such as MGS4. |
That's the thing, usually an action-oriented game wouldn't have 10 hours of cutscenes in it, so it doesn't need to have some way to integrate the story into the gameplay... cutscenes would be fine. But since MGS4's amount of story is comparable to an RPG or an Adventure game, then it would be best to disperse the story other than cutscenes.
MGS series are sluggish to begin with. The games are slow-paced, so using an interactive dialogs scheme wouldn't hurt, especially when there are already several scenes where it's pretty much conversations between 2 people, one asking and the other explaining. That way, it would allow part of the story inside the gameplay, even if there's no real choices in it (the illusion is good enough most times).
I think Deus Ex is a perfect example of it. It's as much story oriented as MGS yet they tried to have interactive conversations instead of only cutscenes. It worked perfectly.