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kristus
Megablast!


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So they ha voice acting instead of text. Big whoop.

Old Post 12-07-09 17:09 #
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Mr. Freeze
Senior Member


Posts: 1514
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kristus said:
So they ha voice acting instead of text. Big whoop.


Way to miss the point.

The lack of cutscenes makes the story and setting much more immersive instead of breaking the action every 5 minutes, a storytelling device that is being used today by countless companies.

Old Post 12-07-09 17:18 #
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Khorus
Strife!


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Argh, if only Doom didn't have those text screens, it would have been so much more innovative!

Besides, what about Quake 2?

Old Post 12-07-09 17:21 #
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kristus
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Mr. Freeze said:
The lack of cutscenes makes the story and setting much more immersive instead of breaking the action every 5 minutes, a storytelling device that is being used today by countless companies.

The story of Half Life is only slightly more involving than that of Doom. Actually, it's also only slightly different from it.

If you want immersive storytelling look at games like System Shock. Not some Doom clone masquerading as a revolution.

Old Post 12-07-09 18:35 #
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Belial
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HL1 had a story? Honestly I barely noticed it being anything other than an excuse to push the player through a bunch of indoor/outdoor/alien maps. Right now I can only recall that it starts with a failed experiment and ends with the g-man scene. What happened inbetween isn't even a vague memory.

OTOH, using kristus' example, I'll probably never forget how it felt to reach the survivors in the ventilation ducts in the cargo hold only to find out they were slaughtered by a cortex reaver just minutes before.

If System Shock isn't enough of an example, what about Strife and Cybermage?

Old Post 12-07-09 19:20 #
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Shaviro
Team Future Chief


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Mr. Freeze said:
The lack of cutscenes makes the story and setting much more immersive instead of breaking the action every 5 minutes, a storytelling device that is being used today by countless companies.


Meh.
This is where a lot of people (and developers) get it wrong. The lack of cutscenes does NOT equal a more immersive game or better story-telling. The right tool for the right job. It worked all right for Half-Life 1, but it feels really forced in games like HL2, Prey or Quake4. The tedious monologues of half-life2 almost made me quit the game.

I don't think Half-Life 1 did all that much new stuff or even told its story much better than Doom, but it did a lot really well. The game featured varied combat and puzzle scenarious. It's not Half-Life's fault that everybody and his brother started copying the game. As for Half-Life2 stealing Half-Life1's slot, well, that is almost as insulting towards HL1. The original was legendary, the sequel was trash in comparison. Even worse are the episodes, I can't begin to cover how crappy I find those :S

Old Post 12-07-09 20:22 #
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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


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Shaviro said:
The lack of cutscenes does NOT equal a more immersive game or better story-telling. The right tool for the right job.


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'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?

Old Post 12-08-09 23:55 #
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Shaviro
Team Future Chief


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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.

Old Post 12-09-09 07:24 #
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