Sarevok wrote:If you've got a story to tell, write a fucking novel. Or make a movie.
That reminds me of Half Life 2. Why bother making a game if it is an interactive movie ? I think people once joked about paper thin plots in FPS games. Now it's the opposite. The player is forced go along a scripted rail road ride so he "appreciates the story". Many people praised Half Life's lack of cutscenes as a step forward. I think it was a step in the wrong direction. Plot should stay in cutscenes and not affect the gunfights in form of scripted bullshit.
There's a good and a bad way of doing these things, and I think that's why I never got into the original Half-Life. They gave you only one path of progression, with the
illusion of interactivity. All too often, you found, for instance, a scientists hanging on for dear life, waiting for your help, but as soon as you got close, a script would trigger and he'd fall to his death. Scripts are all well and good to give the illusion of freedom, but it is a chimera. And if it's obvious I don't have a say in what happens, whyever should I bother playing?
Contrast that with Thief: The Dark Project, whose overarching story was equally linear, but which in essence let you do whatever you wanted within the context of a given mission. In terms of character, of which the game's protagonist had a
lot, the actions he took always made perfect sense. Someone tries to kill you? Follow the bastards home and rob them blind. You got shafted by your employer? Get even.