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Forums - Sony - My altered view of MGS4 now that I've beaten it.

Torillian said:
I just don't understand how some people in this thread can't grasp the idea that some people like how MGS games are presented. You can't just leave it as a difference of opinion but instead try to convince fans of the series that the game isn't fun or isn't all it could be.

Attitudes like that allow people like Larry The Cable Guy have careers.



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Can you show me how Larry the Cable Guy is hurting anyone? Or how other people enjoying his comedy is somehow detrimental.?

Yes some people are going to like things that you just can't understand, but listing the reasons you yourself don't like it isn't going to change it. Especially doing it ad nauseum like is the case in these debates.

I know you were trying to undermine my opinion by comparing me to people that like Larry the Cable Guy, and assuming that noone could possibly enjoy him, but I have come to terms with the fact that there are many different types of people in the world. All different kinds of backgrounds and tastes, and no one person's opinion is more correct than anyone else's. They're just opinions.

So yes go right ahead and tell me about how Kojima makes shitty games that shouldn't be enjoyed, or how my favorite band is musically derivative, or the art I like isn't high art. But in the end all of these are opinions, and you'll just have to get over the fact that mine is different than yours.



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Onimusha12 said:

The game seems to excel in no one single element, but rather tries to subsist on some sort of equilibrium of its modest (if not questionable) elements as a whole. The graphics, while appreciable are not bar setting and certainly not something the series had relied on in the past. The controls and gameplay are questionable at best

This game isn't Halo 3, and it's not a traditional MGS game, where half the time you're battling the camera angles instead of enemy surveillance. Play through it again, and you'll find the game-play is astonishingly agile and flexible - you can choose almost any strategy, from stealth to straight action. The cut-scenes always contain important clues for game-play - e.g. Akiba's weapon in Act 5, a hint that the .50 cal rifle is your friend

I commend Kojima for avoiding the single greatest enemy of game design - level bloat. Every section does something specific, fits into the narrative, and has its own unique style of gameplay. There's not a single level which is unnecessary, overwrought, or simply meaningless repetition.

Also, this is the second videogame in world history to land a direct hit on the Gekkos of neoliberalism - the first was Final Fantasy 12. The Guns of the Patriots are real: they are the mainstream US media and the corporate interests behind our $800 billion annual military-industrial complex.



Don't bother Slorg....Onimusha would have to play through it a first time before he'd be able to "play through it again".

He is basing his opinions not off of his own experience but just what he wants to glean from the experiences of others.



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Paul said:
DTG said:
rocketpig said:
DTG said:
rocketpig said:
Oh, cut-scene based games can tell a good story. That wasn't my point. My point that any cut-scene heavy game is avoiding the strengths of the medium and instead trying to turn it into a more familiar medium with more limitations, like movies.

 

Why must every aspect of a mans work embrace the "strength" of a medium? Do many books not contain pictures in them? Do many movies not contain written references in them? Wy should a game limit itself to a particular style when it can blend several together - namely movies and games? The gameplay is still there however the story is presented as a movie blending two mediums in a stroke of a genius, something most artists wish to achieve.

Do you really need an answers to this?

Kojima is trying to convey a story using interactive media as his vehicle. You're basically admitting that he's refusing to use the best tools at his disposal to do so. Therefore, you're inadvertantly admitting that Kojima isn't a great storyteller and that superior methods could have been used to the tell the MGS saga.

Your posts are making less and less sense as this thread progresses.

 

The fact is you yourself have inadvertently admitted that interactivity isn't the best method to Kojima's style as neither you nor anyone else has been capable of naming a single game that can present one hours worth of philosophical dialogue through subtle interactivity. Kojima is here to teach us and he can only do so through lectures like any teacher does.

philosophical dialogue!!!! lectures like any teacher does!!!! sounds like boatloads of fun, I'm heading out to get my PS3 and metal gear solid now!!!!!!!!

 

 

Not everything in the world is meant to be fun you know. Some people actually enjoy pursuit of knowledge and aren`t afraid of a little mental stimulation. But you keep watching MTV and American idol, after all mindless entertainment is what todays generation obviously values.



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DTG: Indeed, although MGS4 can be played purely for gameplay which almost univerally is acclaimed (despite what Onimusha apparently thinks).

Toriillian: 2 more excellent posts.



Im currently on act four (just killed crying wolf) and id say so far....

Act 2, Act 1, Act 4, Act 3....that tailing section went on too long.

And id say its 60/40 gameplay/cutscenes at the mo....



I hope my 360 doesn't RRoD
         "Suck my balls!" - Tag courtesy of Fkusmot

DTG said:
Paul said:
DTG said:

The fact is you yourself have inadvertently admitted that interactivity isn't the best method to Kojima's style as neither you nor anyone else has been capable of naming a single game that can present one hours worth of philosophical dialogue through subtle interactivity. Kojima is here to teach us and he can only do so through lectures like any teacher does.

philosophical dialogue!!!! lectures like any teacher does!!!! sounds like boatloads of fun, I'm heading out to get my PS3 and metal gear solid now!!!!!!!!

Not everything in the world is meant to be fun you know. Some people actually enjoy pursuit of knowledge and aren`t afraid of a little mental stimulation. But you keep watching MTV and American idol, after all mindless entertainment is what todays generation obviously values.

MGS' philosophic cutscenes do not bare much mental stimulation: The writing gives you everything on a silver platter while the gameplay let's you experience little (and that little bit is mainly 1-pony-trick shallow experiences).

The best way to explain something is to experience it which 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. It's same thing for games with complex stories - the gameplay should be the driving force to immerse, experience and explain whatever the authors' intentions. Kojima doesn't take advantage of that.


One perfect example of Kojima's design flaw is MGS2: The handling of control/freedom of information and it's implications. Basically, In MGS2, the player experienced mostly one type of one-dimensional situations of control of information throughout the game, which is fine. The problem was when Kojima simply abused them, as if he thought the player wouldn't be able to understand those experiences: Solid Snake's apathy in informing; Raiden tackling with forgotten past and Rosemary's duty; The revelation of the Patriots, Colonel and AI; and the only multi-dimensional experience from all (as small and indirect it was), the actions of an entity controlled by controlled by another entity, which is... The patriots being the highest order, having Ocelote running with controlled info, whom was having Solidus tackle with things on a controlled info, etc... pretty much just a cascade of the same types of experiences.

When you notice, for so many experiences they're basically just the same type of experience with a different coating, except Raiden's past which I thought was good in portraying culture growth in a 'controlled environment' (though it should've been more interactive, not only because there too many dialogue spent on a 'small' thing, but it would also allow the player's knowledge to correspond with Raiden's when tackling the situation).

Possibly the worst part is near the end, when we had a long 15min cutscene explaining everything we experienced in the game!!! I'm talking about Colonel, Raiden and Rosemary's triage. that scene only needed to be 2-3min long, only explaining about the GW and Rosemary's and stuff like that...why would Kojima need to explain everything again???? And there still was both Raiden and Snake, in the end, stating the same thing in their epilogues, that thing being something mentioned more than once in the game.

Basically, Kojima thinks the average player is an idiot. Kojima is no genious.

Also Most of the dialogues presented in the cutscenes could have easily been done in a more interactive way, through interactive dialogues since many of the scenes were based on a typical question/answer scheme, which is simply perfect for it. Raiden's backstory should have been done so, with a small obligatory dialogue from Solidus (the one who would initiate that part).

Action-centric games are the ones that use, and are more excused on using cutscenes exclusively, because they are usually light on story and do not need to utilize methods on incorporating it on gameplay as much, which would also help the action gameplay be completely by itself, which is OK. Story-Heavy or Story-centric games (such as RPGs and Adventures), those are the ones that really need to put the story inside the gameplay. That's why many of them use outlets such as:

- NPC Interaction, a great way for interactive dialogue scenes, and leaving the player in full control.
- Optional content, necessary to spread the story without losing any amount. It would also give the player the choice to how much he wants to play it. It's also a great way to increase replay value.
- Story-specific gameplay, which is about features that are very story-related, but it's not optional and impacts the gameplay heavily. One example is Planescape: Torment's main character, the Nameless One, an 'immortal' which loses his identity and memory every times he dies. When the player(in control of Nameless One) dies, he doesn't lose the game, but he re-awakens with his entire memory removed. What better way to explain death, rebirth and immortality than to actually experience it in the game Laughing

 That's why Adventure games, the most story-centric genre, don't have many cutscenes, believe it or not. They instead use ALOT of NPC interaction to keep the story going. Perfect example: Grim Fandango, an 18hours Adventure and only has like 30min of cutscenes in the entire game. As for RPGs: Fallout 1&2 (everything optional, amazing stories), Planescape: Torment (best story ever), Baldur's Gate 2 (Bioware's finest).

MGS4 and JRPGs are the aberrations of the Story-Centric games since they support heavily cutscenes, and that directly contradicts the Industry norm. But they're from japanese developers, so it's not surprising.

The gameplay of 'Planescape: Torment' does explain immortality, it's implications, and goes into depth for it; only the developers tried to show it naturally, and not convoluted (which is what MGS2 was like). In the beginning it is explained roughly (or rather, naturally) the immortality of the Nameless One. the player then will experience death, rebirth, loss of identity, immortality; and he will see the impact of the Nameless One's past, who he was, what he did, the evidences he left. The sporadic gain of memories from past lifes will leave the player wondering more about him, without ever having his questions fully answered.

In Planescape: Torment, to let the player experience directly the Nameless One's Immortality strongly adheres to the atmosphere and cohesion of the Story; The recollection of his memories, and try to pick up those few pieces often leaving the player wondering about his origins (how old is he?.... what is his name?...) strengthens the bond between them; Giving the player first-hand seat on the evidences and clues his the Nameless One's past lifes as he encounters those who knew his past identities; Everyone's sins, thoughts, emotions, Morte's search for redemption, only being able to decrease his own torment if Nameless One (the player) forgives him. I could go on pointing more. .. most of it is optional, but all of it makes Planescape: Torment a surreal experience.

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.

I'm not saying cutscenes is bad, far from that. What I wrote was that when cutscenes take a BIG amount of gametime, it hurts the game experience. Instead, Kojima should have found ways to disperse some of the more unnecessary parts of the story, if he couldn't remove it at all. Maybe MGS4's story is actually a good one, but having 1 third of the game non-interactive is not praise-worthy.

 



I disagree. I think it is praise-worthy.



DTG said:
shio said:
windbane said:
sieanr said:
DTG said:
rocketpig said:
Oh, cut-scene based games can tell a good story. That wasn't my point. My point that any cut-scene heavy game is avoiding the strengths of the medium and instead trying to turn it into a more familiar medium with more limitations, like movies.

 

Why must every aspect of a mans work embrace the "strength" of a medium? Do many books not contain pictures in them? Do many movies not contain written references in them? Wy should a game limit itself to a particular style when it can blend several together - namely movies and games? The gameplay is still there however the story is presented as a movie blending two mediums in a stroke of a genius, something most artists wish to achieve.


 

You've argued this before and people have proven you wrong.

 

How many movies spend half the time with only text on screen, using it to communicate almost the entire story?

 

MGS4 does a terrible job of blending movies and games together. There are plenty of games that do an excellent job of blending a cinematic experience with gameplay, but I guess you haven't played them.

 

No game provides an interactive movie experience like MGS, but I'd like to see your list of games that blend cinematics and gameplay better, sieanr.

I hate to argue with rocketpig in every MGS thread, but he seems to complain about it in every thread, so...

A game does not have to be pure gameplay. I think that's obvious by now. MGS chooses to use an interactive movie style, and it does it very well. I enjoyed the long cutscenes. Clearly those are not for everyone. You don't enjoy the story, so of course you are going to say that. Anyone that enjoys the story probably doesn't mind too much.

And again...you can skip the freaking cutscenes.

 

Deus Ex: it has better story, storytelling, writing, interactivity and it is indeed cinematic. Far superior to any MGS game.

Oh and people don't want to experience movies, they want games.

 

 

Considering the massive success of the MGS franchise I think people wanty movies and games equally.

Also, Dues Ex is a bad example as it has nowhere near as much character development nor does it explain its world, technology, politics as in depth rendering it's universe incomplete and unbelievable and contains nowhere near the amount of philosophy as MGS games do. I'd rather take a game with 40 minutes of philosophical exposition to a game with 5 minutes of it told through a small paragraph.

Because of Nintendogs, using your logic, I fully expect that the next MGS game will feature Snake in retirement domesticating a pack of wolves.  You know, considering the massive success of Nintendogs which has sold ridiculously more than MGS.

I give that post a 9.3.

 



Thank god for the disable signatures option.