Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven.
Is that why seemingly 95% of writers choose to ignore player choice anyway?
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven.
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven. It allows you to write different outcomes for the same concept, allows to have different characterizations for the same character, to have multi-linear stories where, while following the same path, the main characters sees different things, etc...
Modifié par Il Divo, 04 mars 2012 - 06:27 .
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven. It allows you to write different outcomes for the same concept, allows to have different characterizations for the same character, to have multi-linear stories where, while following the same path, the main characters sees different things, etc...
They already have an Action Mode that allows them to play without having to think. WHAT MORE DO THEY WANT FROM US?!CHALET wrote...
But Mr. JB, what about all those casual gamers? We might scare them away if they can't shoot something! WE HAVE TO THINK OF THE MONEY.
/Sarcasm.
Hunter of Legends wrote...
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven.
Is that why seemingly 95% of writers choose to ignore player choice anyway?
Il Divo wrote...
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven. It allows you to write different outcomes for the same concept, allows to have different characterizations for the same character, to have multi-linear stories where, while following the same path, the main characters sees different things, etc...
You pretty much just listed all the reasons why non-linear narratives are substantially more difficult to write. Writing one set of events vs. writing ten, or however many you decide to include.
Modifié par Alex_SM, 04 mars 2012 - 06:33 .
Alex_SM wrote...
Hunter of Legends wrote...
Alex_SM wrote...
Bull****. If you are a writer, player choice is like heaven.
Is that why seemingly 95% of writers choose to ignore player choice anyway?
Because 95% of people writing for games are not "game-writers". They are novel-writers, comic-writers or movie-writers. Most of them doesn't feel all those things as a benefit, because is most likely for them to not have grown up being gamers and interested in gaming narrative. They just seem to want to make their narrative closer to a movie one.
phimseto wrote...
MisterJB wrote...
Remember back in ME1, when we met Rear-Admiral Mikhailovich? How we could salute him or not depending on what we believed our Shepards would do?
Remember how we could allow to inspect the Normandy, how we could deny him passage or even how we could allow him in but remind him that it could not be considered a formal visit with the proper mixing of Renegade and Paragon choices?
Those were the days...
I just saw that scene last night, and it kills me now that I have seen what I have seen of ME3. The whole final game should have been full of moments like that. They have thrown away the very best parts of what made the ME experience unique.
MisterJB wrote...
They already have an Action Mode that allows them to play without having to think. WHAT MORE DO THEY WANT FROM US?!CHALET wrote...
But Mr. JB, what about all those casual gamers? We might scare them away if they can't shoot something! WE HAVE TO THINK OF THE MONEY.
/Sarcasm.
Modifié par CHALET, 04 mars 2012 - 06:34 .
Hunter of Legends wrote...
Or it's the fact that greatly branching stories are difficult to write.
Il Divo wrote...
Hunter of Legends wrote...
Or it's the fact that greatly branching stories are difficult to write.
Indeed. Whether branching stories will allow games to (potentially) surpass novels and films as a story-telling medium is a different issue, but it's definitely not easier.
Take Star Wars. Luke Skywalker has definite character development. In a branching narrative, the writer could not do that, because there'd be a million different players clamboring for their own unique response in dialogue, including the ability to murder Vader and join up with the Emperor. Branching narratives have so much potential, but they also have alot more work involved.
Modifié par Alex_SM, 04 mars 2012 - 06:39 .
mariatea wrote...
I am wondering if am I the only one who finds it ironic that mmo like swtor lets you have more free hand at characterisation than so supposed single-player rpg?
Something just went terribly wrong up there, imho.
Modifié par CHALET, 04 mars 2012 - 06:45 .
mariatea wrote...
I am wondering if am I the only one who finds it ironic that mmo like swtor lets you have more free hand at characterisation than so supposed single-player rpg?
Something just went terribly wrong up there, imho.
Il Divo wrote...
Hunter of Legends wrote...
Or it's the fact that greatly branching stories are difficult to write.
Indeed. Whether branching stories will allow games to (potentially) surpass novels and films as a story-telling medium is a different issue, but it's definitely not easier.
Alex_SM wrote...
But that's what should be expected. Games still need their own "Birth of a Nation" to establish the medium as a real art form and not just a little brother of others.
Hunter of Legends wrote...
Il Divo wrote...
Hunter of Legends wrote...
Or it's the fact that greatly branching stories are difficult to write.
Indeed. Whether branching stories will allow games to (potentially) surpass novels and films as a story-telling medium is a different issue, but it's definitely not easier.
That needs more time I'm afraid.
Mass Effect was astep in the right direction IMO. Choices actually did something!
DatIrishFella wrote...
It was confirmed in the MrPikchu thread that there is ALOT of automated dialogue.
android654 wrote...
DatIrishFella wrote...
It was confirmed in the MrPikchu thread that there is ALOT of automated dialogue.
Congrats to him. We confirmed it thirty pages ago.
Il Divo wrote...
android654 wrote...
DatIrishFella wrote...
It was confirmed in the MrPikchu thread that there is ALOT of automated dialogue.
Congrats to him. We confirmed it thirty pages ago.
As a side note, are our french brethren back online yet?
PlumPaul82393 wrote...
Hope you can at least choose what you say during conversations with TIM or the council. Doubt it though.
CHALET wrote...
PlumPaul82393 wrote...
Hope you can at least choose what you say during conversations with TIM or the council. Doubt it though.
Apparently not. Somebody commented that the Council chat was one big auto-dialogue but somebody else had better confirm.