alpha_dk said:
I don't think games are below me. Halflife (and 2), for example, had an *excellent* story... you were given more than enough information by *doing* things to get excellent characterizations, a superb plot, as well as a decent (but not great) dialog on the limits of humanity through the use of background audio clips, television clips, and stuff like that; you don't need a character to flat out say, "Are the combine and those ruled by them any more human than the zombies and headcrabs they oppose? Once human progression is given to the care of others to maintain, can we really be called human any more? If we deny ourselves the right of self-determination of our future, aren't we just the same as the Zombies and Headcrabs we profess to hate?" All of that information is expressed extremely well in HL2, and other games do it as well or better than HL2. None of the ones I am thinking of resort to heavy-handed dialog to portray these themes. Art, Philosophy and Video Games can go hand-in-hand; I don't believe that there is anything intrinsically better about heavy-handed cut-scene-ridden games than a game that forces you to expand the themes for itself; which, as I understand DTG's argument is what he's saying. If I am wrong about his argument, than I apologize; but since he hasn't responded, I haven't gotten clarification on his beliefs. |
On top of that, don't you think that kind of approach is defeating the potential of the media?
Video games are in their own class when it comes to media. It's not a stagnant format created by one person or a team... It's an interactive experience that can change depending on preference and experience.
Using lengthy cutscenes and long-winded exposition to tell a player something defeats the media. We may as well be watching a movie at that point. A not very good movie, at that.
Which is why I will stand by my opinion that games like Mass Effect use the media far better than MGS4 or any Final Fantasy game. BioWare actually takes the time to appreciate what the strengths of interactive media are and approach their games with that in mind instead of trying to fight the limitations and turn the media into something it isn't, namely a movie or philosophical text.

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