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Ben "Yahtzee" Croshaw said:
I was in idle conversation with someone recently when he caught me off guard by blaming Half-Life for the current state of overly cutscene-heavy gameplay. And it seemed like he couldn't get any wronger, because like most Valve games Half-Life very deliberately has no cutscenes and almost never takes control from the player. But then he pointed out that there are several moments in Half-Life - and more so in Half-Life 2 - when you're trapped in a single location and aren't allowed to leave until the non-player characters have finished talking at you or among themselves. Which is fair enough, I suppose, but these pseudo-cutscenes never bothered me too much.
That was meeeeeeee! I was the one having the idle conversation! ^_^
Choo Choo! Is that the internet fame train pulling into my station?
It's also a pretty interesting collection of words. It's kind of hard to explain why the late 90's and early 00's where such good times to own a PC and like FPSs, and any effort to make people look them up is doing good works. Even if it's just for the asshole physics.
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Captain Red said:
I think your point was never that "Half Life made games terrible." as much as it was "Half Life is terrible".
Nope, I can guarantee you it was the former.
It actually did do a fantastic job at the whole "show don't tell" side of game world building, too bad all the publishers saw where "All games need to be scripted all the time now!"
Pretty much what my point was.
I believe the topic was the must influential games of all time.
Captain Red said:
[It's kind of hard to explain why the late 90's and early 00's where such good times to own a PC and like FPSs, and any effort to make people look them up is doing good works. Even if it's just for the asshole physics.
I'm not too sure, but I managed to find this video recently that brings up some interesting (if not brazen) points: