WereKitten said:
^Note that my previous post mentions Half Life, the 1998 one. That's when the design choices were made. Half Life 2 inherited the silent protagonist and all of the previous game's phylosophy.
And while the gunplay in HL2 might not be as exhilarating as FEAR's, the action is overall extremely well paced. And the physics and the use of the gravity gun again showed how much new life you could cram into an old-style FPS without changing the rules of the genre.
As for the protagonist, I can't agree in the least. When Gordon moves, it's always because I want him to. If Gordon spoke, he wouldn't say what I want. Hearing him say a few canned sentences written by the authors would make him not me and not enough of a person anyway. The other characters in the game respond exclusively to how you behave, and that's perfectly consistent with the design of the game. The choice made was that of giving you a pure first person and completely immersive experience.
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I'm not following your logic here.
Yes, he moves because you want him to. Is this not true of every FPS though??
"If Gordon spoke, he wouldn't say what I want"
....In which game can you actually speak as the main character? None. This is where I call "cop out" on valves part. It's hard to make a character when they speak, not sound like a goon/prick etc.
"The other characters in the game respond exclusively to how you behave,"
Well yes, because you can't behave in any other way, other than the way that Valve want you too...Like in every other generic FPS. Only a very rare few games, say Fable, do the NPC's react to individual choices you make. In Half Life 2, the fact the NPCs respond the way they do has nothing to do with a unique player experience - it's a linear trigger system which everyone has to go through from start to end. There is no exclusitivity in it at all. My experience in HL2 will be the same as yours and every other person who has played it. This is not true for other games, e.g. Morrowind, where each persons experince of the game is different through the individual choice they choose to make.
If it was a truly immersive expereince you would have free will in it. Which you do not. Therefore, there is no excuse for Gordon not to have a character as you have to play exactly as him, and do exactly the same every run through of the game. As I said, this is just like almost every other FPS on the market e.g. Killzone, Reistance, Halo, F.E.A.R. etc.
If you have to be Gordon right down to being the drone doing nothing but looking through his eyes, controlling his feet down the pre-planned routes and pulling the trigger at only the people Valve want you to kill, he may as well speak. If you are a slave to what Gordon wants to do, clearly Gordon is the one in control of the big decisions in the game, not you, as with most other FPS'.
Unless you think that having a mute in GTA3 made the game better. Other than perspective, there is nothing different between the two mute characters, Gordon and the nameless mute guy.