EntropicAngel wrote...
Sacred_Fantasy wrote...
They're are the same from the perspective of gamers who create a game for gamers. You could ask people like Brent Knowless or Chris Avellone. Only a storyteller who love to control the the player's experience in a straight line and people who love to be controlled would think otherwise.
That's a silly statement, and packed with more emotional statements than arguments.
Then you obviously have not read their opinion about the games they created and why. There's a pax sometime ago where David Gaider, Ken Levine and Chris Avellone attend. Google for it.
EntropicAngel wrote...
1. There is no such thing as YOU in story driven games. There is only preset characters design by the developers which are nothing more than a puppet played by the developers themselves. Sheppard is Preset paragon or renegade characters. Hawke is preset subtle or humorous or aggresive character. BioWare doesn't acknowledge anything else in this two stories. There is no YOU.
2. You don't have much control in story driven games compare to open world and sand box games, therefore it's a moot point. You or your character don't exist in a story driven video game. You're led to believe that you have the control but you don't. You merely ride along the coaster to the end specified by the writers, which is why it's sucked big time.
1. I disagree. Shepard was not a preset character, nor was Hawke.
Tell me why a paragon Shepard or Renegade or Diplomatic Hawke or Humorous Hawke or Aggresive is not a preset character. Because to me that's exactly who they are. Paragon or Renegade or Diplomatic or Humorous or Aggressive character.
EntropicAngel wrote...
2. It's more control than you have in a novel or a movie.
It's more than pushing the button to play a movie or flipping pages of a novel, I agree. Still it play out exactly the same. So why bother?
EntropicAngel wrote...
Really? Then do tell me what are those improvement?
ME3's story about the conflict between synthetic and organic life. DA ]['s story about the incidental rise of a champion.
Both are improvements over "Big bad appears with army, spend game gathering allies and trying to stop him!"
Attempt to break away from cliche' story circles meant nothing if the quality of story exexcution and presentation remain as amateur as fan fiction's writing, filled with Gary Stu and Mary Sue characters. The difference between children's fairy tale and adult general fiction is believeable. How well a writer could make a story and dialogue believable. 3 to 4 dialogue lines per ACTs is a poor attempt to make a conversation believable between two close friends. Nor does turning a science fiction into a space magic drama. One thing a writer should well aware is story flows. You don't want to interrupt your audience attention, and this is something BioWare never pay enough attention with time frame mechanics.
But meh.. like I said again.. who cares. Most people just want to blast alien's head in Mass Effect quickly. or Most people want to get into action straight away in DA 2 even without proper introduction which is essential in storytelling. It doesn't make the story any better tho.
Modifié par Sacred_Fantasy, 09 avril 2013 - 05:59 .