Ah, I go to bed and good things happen. You guys are great. (And then it takes me the better part of the day to cobble this together in the nooks and crannies of the working day. So it goes.)
It's actually easier for me to reply to games, instead of
people, so bear with me:
Heavy RainBlech. I know what it was trying to accomplish, but like David Cage's previous work (
Indigo Prophecy, nee
Farenheit), its narrative rapidly putrefied once it hit the second act. And its twist managed to be both insulting
and nonsensical.
I'll also note that it kept true branching to a minium, mostly clustered in the third act, for the same reasons of resource constraints which afflict every fully-voiced game, and hit fully-animated ones doubly hard. Most of the alternate versions of scenes were of the closed-choice-consequence loop type, whereby the manner of traversal between major plot nodes can vary, but the end result is largely the same.
Mass Effect does this itself repeatedly, as well - see the multiple paths through Noveria (especialy Peak 15) in ME1, which allow different routes which all end at the same point. This is not a bad thing in itself, as it encourages replay while constraining the
overall progression of the plot (to better keep costs from spiraling out of control in exponential fashion).
The fascinating thing (and questionable, for me) was
Heavy Rain's use of situational controls to complete mundane actions, often seemingly to maintain the bare minimum of interaction while moving the story along in a single direction. This makes for an interesting demarcation of the boundaries of a videogame - does the mere act of pressing a button or waggling a stick to continue the game constitute true player complicity?
FalloutAh, the Good Old Days, at least by prevalent opinion amongst older fans of the RPG genre. While I'm certainly not going to knock the game, I will point out that a) divergence is easier when voiceovers and animation aren't required, and

much of the variance of the epilogue was constructed from orthogonal conflicts which didn't overlap or interact.
It was also old-school in that it didn't shy away from punishing the player for earlier failures. But there's that loaded term, again: "failure", and its cousin "punishment". There are critics who yearn for a return to this adversarial concept, while the industry moves ever further towards a more inclusive, forgiving model of gaming.
Deus Ex: Human RevolutionI'm quite fond of the game myself, despite the Ending-O-Tron 9000, but its implementation of choice and possibility space was far less tied to overarching plot, which didn't branch at all, and more concerned with closed-choice-consequence loops in the gameplay itself. Decisions were matters of approach and playstyle, mostly, with a few smaller-scale ethical decisions which were linked to the conversation-as-combat system, and the "right" choice would open up additional options in the primary gameplay (which for DXHR was the shooting and sneaking and poking around, not the conversation wheel which was ME's main focus).
Also, as I alluded to earlier but didn't go into depth, the ethical concerns in DXHR were incorporated into the gameplay itself, with nonlethal options available for everything but boss-fights, but often less efficient and more difficult to pull off than simply lining up a silenced headshot. This gave a more continuous, granular feel to the decision-making process, despite none of the choices branching the overall plot in any significant way.
BioshockThe vita-chambers so badly short-circuited any weight to death and resulting tension that they patched in an option to disable them relatively shortly after release. It wasn't so much that they served as checkpoints, so much as they did nothing to revitalize the enemies you'd recently been fighting. But while
Bioshock used random spawns of splicers to keep players from ever fully clearing an area, which should have worked in principle with the vita-chambers, the Big Daddies retained their current status, thus giving rise to the attrition-by-wrench tactic. It was a failed design choice, I think, and the devs seemed to agree in the end.
Dark SoulsGods, I love this game. Such a beautiful thing; such a triumph of design. But despite the label of "old-school" which everyone seems to apply to it, I think its sensibilities are far more modern than it's given credit for. Despite the infamous difficulty, for example, the game doesn't "punish" the player for death in combat so much as
discipline them. That didn't work, go back and try it again, and do it better next time. (DS' bonfires are a similar system of instantiated checkpoints as
Bioshock's vita chambers, but DS resurrects dead enemies, so you cannot suicide-run your way through, which is key to avoiding a degredation of difficutly.) But the player only loses what currency they carry (enough to give a risk-reward investment model), but not their level, their inventory, their shorcuts, their defeated bosses, their progress - and since
Dark Souls uses the single-savegame persistent model, despite the relative infrequency of plot-impacting decisions, once they are made they cannot be reversed except by way of another full playthrough.
Modifié par delta_vee, 22 mai 2012 - 06:40 .