But, for the sake of argument, let's go along with your definition of the key elements - for a first step, let me ask two simple questions.
Would you agree, that it does *not* further suspense, when I can predict the outcome of the narrative, before I spent even a second in gameplay, while it *does* further suspense, if I do not see plot twists coming until they happen, only to retroactively realize all the foreshadowing, once they happened?
Secondly, would you agree, that giving a character a motivation, and letting that character stick to it through various hardships, makes a character more coherent, then giving him a varying degree of incentive to go in the first place, then half an hour in abandoning said incentive completely, without any replacement other then pure heroism in sight?
Modifié par Lithuasil, 26 mars 2011 - 07:41 .





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