Shaviro
Team Future Chief

Posts: 10600
Registered: 06-00 |
Creaphis said:
Right. I'd agree with some here that Half Life 1 really doesn't have a story - and this is precisely why the zero-cutscenes story-telling approach works so well for it. What I find so praise-worthy in Half Life 1 isn't the story but the setting, one that is gradually made more and more compelling by small revelations, one that creates a deep immersion that is never broken.
I agree. The actual story is minimum, but the progression (in both story and setting) is mostly done by the small revelations you mention. It's excellent. They try to go for "more" story in half-life 2, but fails miserably because of all the retarded monologues.
I'd also agree that game developers now always get this wrong. As we all know, Doom 3 has a silent protagonist. However, it also has cutscenes - cutscenes where you see this silent protagonist just dumbly standing around like so much meat. How the hell did this happen?
Yeah, that is pretty dumb. There aren't too many scenes where the player is spoken to and doesn't talk back, though. One thing they got a little right in Doom3 was that the already mentioned monologues are few and far apart. I don't think the cutscenes do a lot for the story, though. For the most part, the info could be told in more exciting ways. That doesn't mean that you CAN'T use cutscenes, of course. When you make one, just be sure that it's necessary and actually contributes substantially.
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