Sylvius the Mad wrote...
The PC learns of Loghain's betrayal second-hand from an unreliable source. There's no reason for him to have a visceral reaction to the event. I've had characters not believe Morrigan and Flemeth, for example, and wait for confirmation in Lothering.
But this extra information invites, and possibly even encourages meta-gaming, but more importantly I think it makes it harder for the designers to ensure they've allowed coherent roleplaying opportunities. They now need to keep track not only of what the player knows, but of what the character knows. Otherwise they run the risk of requiring nonsensical character behaviour based on information only the player has.
Then you're requiring your roleplaying experience to be constricted to
EXACTLY what your character knows and nothing more. In that case, we should do away with the game manual, the codex entries, load screen text, damage floaty numbers, casting meters, coloured text denoting enemy strength...
I have a news flash for you - even when you're playing PnP D&D, you get meta-information as a player that your character does not have. Games have this because it helps tell the story and give certain events more impact. It tells you things to develop the story and increase the impact of events within it. I can't remember, Sylvius, are you one of the "BG2 brigade" who declare it the best game ever and every game should be a repeat of it? It has numerous non-player observable scenes - but that doesn't stop people from singing its praises. In fact, it probably has one of the best game antagonists, one who is developed by use of the very technique you are complaining about.
If
you as a player wish to separate what you know as a character and a player, then that's fine. The game's writers will also know what the character knows, because they cannot provide a response giving information that the player knows but the character does not. However, they can provide the player a choice that the player may be more likely to pick because of information that they have that the character does not because that extra information serves to make the choice more "grey" and difficult.
As for Half-life / Half-life 2, they don't really have a story, they have a setting. It is a good setting with some gaping holes to keep people in the dark about what is actually going on, but any story they have is thin at best.
Modifié par AmstradHero, 01 octobre 2010 - 10:46 .