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Indigo Prophecy Creator - No More 'Porn Narrative'

simoniker writes "There's a new postmortem for Quantic Dream's console title Indigo Prophecy, as described by creator David Cage, online, and one of the most interesting sections in the 8,000 word postmortem is how the game has tried to reshape storytelling for games away from the basic: "One of the key points in Indigo Prophecy was the idea of getting interactivity and narration to work together. Most games oppose these two concepts or rather, they develop them in turn: a cut scene to advance the narration, then an action scene, then another cut scene for the narration. The structure of this narrative process is very close to that of porn movies.""

105 comments

  1. Valve by Southpaw018 · · Score: 4, Interesting

    If you played Half-Life 2 and Episode 1, you know how Valve gets around this. Episode 1's commentary was, quite frankly, one of the most interesting things I've seen in a game in a long time (I didn't play Lost Coast, when they introduced the commentary feature.)

    Many ocmmentary points specifically address what's in this article - how to keep the player moving and interested (combat, exploration, puzzles, rewards) while at the same time directing their attention with specific things placed here and there without removing from them the ability to control the character. It's fantastically done, and when it's pulled off right - well, then you get HL2 and 35 Game of the Year awards.

    --
    ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    1. Re:Valve by ZephyrXero · · Score: 4, Insightful

      It's sad that there are such a rare few number of games that do a good combination of narrative and interaction... If only more developers and designers thought like this maybe we wouldn't have people like Roger Ebert saying that games aren't an artform :/

      --
      "A truly wise man realizes he knows nothing."
    2. Re:Valve by TheCarp · · Score: 3, Interesting

      It reminds me of a conversation I had recently with a friend about Final Fantasy (the series, not just the original game).

      It has been alot of what the author of this game doesn't want. Alot of free time just walking around getting into random encounters with no real point. Why did you walk around till you had killed 100 ogres before going after garland? Talk about slow polot advancement.

      Then you get into the more recent ones and... I like the more narration and story and overall better writting.... but.. the games have become more of a movie. They arn't really hard or anything. The action seems to have just become kind of something to do between plot developments, and they rush along. Sheesh you don't even get to effect the story line until you have been playing for 10 hours anymore.

      Anyway... there is a definite balance. What really gets me is that FF has such a linear story line that its barely role playing, its more like role watching, and you get to take control for the fight scenes...basically... your the plays stunt double for the most part.

      One thing this does remind me of is Way of the Samurai. Very simple game at heart but so rich! Sure the game was small, but each character went about his day in his own way...since the game took place over the same 2 days... that meant that the path you took through the game effected who you met or when you met them, and under what circumstances.

      Sure you could play through it in an hour or two, but... there were so many ways to do it, so many little story lines and different endings... that was way cool. One of the few true role playing games where you could really choose who you wanted to be.

      In any case... this game sounds cool, I may have to check it out.

      -Steve

      --
      "I opened my eyes, and everything went dark again"
    3. Re:Valve by Vo0k · · Score: 1

      *grabs a camera and films the cowards fucking each other in various positions, makes it into a porn movie and then ponders how to add interesting narrative and interaction to this*

      --
      Anagram("United States of America") == "Dine out, taste a Mac, fries"
    4. Re:Valve by Anonymous Coward · · Score: 0

      Seconded. Personally, I have ACs adjusted +1, because I don't think people should be penalised at all just for withholding their names. If they post a bad comment, the moderation system will handle it. If they post a good comment, I want to see it.

    5. Re:Valve by twistedsymphony · · Score: 1

      I'll have to check out Way of the Samurai. I agree the FF games are a perfect example of what's wrong with the way most games mix gameplay with plot development.

      Some more recent games have done pretty well, I just finished playing through the new Tomb Raider, and while it does have cut scenes to advance the plot it does a good job advancing it through the gameplay as well. You have a headset where you can communicate with your team, as you uncover new artifacts and make discoveries you talk it through with them as you move along. The Splinter Cell games use a similar mechanic.

      Oblivion is another good game that mixes plot development with action. One thing Oblivion didn't do well was account for time. If the big Oblivion gate is going to open up any second now... it doesn't actually happen until you go talk to so and so to trigger it; you could postpone it indefinitely by just not showing up. It would have made the game interesting if things progressed forwarded whether you were there to see it happen or not.

      While I think Indigo Prophecy was an awesome game and worked the plot development into the story really well, there are other games that do it just as well. Maybe he's just not playing them.

    6. Re:Valve by pjgeer · · Score: 1

      It's sad that there are such a rare few number of games that do a good combination of narrative and interaction.

      The porn method began as a way to keep the player interested during embarrassingly long data loads. Used to throw up a long blurb of text, then began loading the next level while the player read the text. Put a few big words in there and you can keep em busy until the stage loaded. Someone thought it was a main feature rather than an embarrassment and declared that the text should scroll, then have an audio clip, then have a CGI video clip, then have a true video clip, and so on. They do it because seeing an entertaining ending to a stage or a game is supposed to be gratifying. They don't realize that if they botch the ending, we'll like it about as much as any movie with Rob Schneider in it. When you finished the Atari 2600 game Adventure, the screen background flashed colors as the buttons ceased to work, and that was how you knew you had finally won. Nobody tried to win an Academy award with the ending in those days. And it was enough. The era of big budget games has caused producers to compose pile after steaming pile of this sort of thing as some sort of industry resume builder. The only thing worse would be JPGs of the producer popping up midgame and saying "Frosty!" when you get your ass handed to you. Oh wait.

    7. Re:Valve by TheCarp · · Score: 1

      That swhat I liked a bout samurai (not fixing typoos, im drunk)

      The time moved, not really linearly, but as you moved from area to area. So you came into a fairly small area, and sure you COULD indefinitly sit there and just fight people as they came by, but many places didn't have lots of random passerbys most of the time, and they generally weren't worth your time.

      So each area has plenty of action usually, but theres no real reason to just hang out in one place.

      bu tat its heart, it was a sword fighting game. In fact, it could even be played in a duel mode against another player.

      Whats more, there was only one save game, and when you loaded it, it erased the loaded one... so unless you wanted to play tricks like making copies, you could only play through once, then you had to start over. You die, you start over, you win, you start over.

      -Steve

      --
      "I opened my eyes, and everything went dark again"
  2. Re:And what's wrong with porn?! by Anonymous Coward · · Score: 5, Funny

    what's wrong with porn?!

    Lack of narrative strength.

  3. DITOMOBAG - Do you recognize this acronym? by Doomedsnowball · · Score: 1, Insightful

    This game sounds like a bunch of marketing people read a few Joseph Campbell books and wet their collective pants. TFA is like a teenage girl's journal recounting every boring detail of their life. Sure, I'm very into game design (I do it), but this is all me, me, me! Gag me with an analog controller.

    The game actually sounds interesting though, and that's what it all comes down to. I'm sure there will be a lot of comments slamming the self praise of TFA, but hey, shameless self promotion is the name of the game, right? That's not new even if the game is.

    --
    7h3$3 4r3n'7 7h3 Ðr01Ð$ ¥0 4r3 £00|{1n9 f0r. M0v3 4£0n9. --OB1
    1. Re:DITOMOBAG - Do you recognize this acronym? by MrSquirrel · · Score: 1

      The game has been out for a good... I want to say 6 months? It was a pretty hushed release, but I snagged a copy and I have to say... it was quite enjoyable. It's not the type of game that's going to get your adrenaline pumped up to the level of Half-Life 2 in Ravenville... but it has some very enjoyable and thrilling parts. Combine that with an excellent story that is told DURING the gameplay rather than in odd quips and cuts... I give it a "two thumbs up" rating. All of your actions have an impact, not just at your current point in the game but at future points... it's really quite extraordinary! I mean "w00t".

      --
      A computer once beat me at chess, but it was no match for me at kick boxing.
    2. Re:DITOMOBAG - Do you recognize this acronym? by Tim+Browse · · Score: 1

      It's not the type of game that's going to get your adrenaline pumped up to the level of Half-Life 2 in Ravenville

      Bah, I thought the Nemo Prospect level was way better.

    3. Re:DITOMOBAG - Do you recognize this acronym? by pla · · Score: 1

      DITOMOBAG - Do you recognize this acronym?

      Actually, I'll admit it - No, I do not.

      Nor does Google, nor Wikipedia, nor the Urban Dictionary.

      Would you kindly expand it for me?

    4. Re:DITOMOBAG - Do you recognize this acronym? by Spaceman40 · · Score: 1
      It's from the Gamasutra article:
      - THE DIRECTOR IS THE ONLY MASTER ON BOARD AFTER GOD! (DITOMOBAG).
      He is the guarantee of the global consistency of the vision. He makes sure all the elements of the game contribute to creating the same emotion. His choices can/must be subjective. They may be debatable when taken individually but it is imperative that they form part of a global vision that is clear and consistent.
      --
      I [may] disapprove of what you say, but I will defend to the death your right to say it.
    5. Re:DITOMOBAG - Do you recognize this acronym? by pla · · Score: 1

      It's from the Gamasutra article

      D'oh!

      Okay, I admit only skimming (okay, really just scrolling quite fast and looking at the pretty pictures) TFM. My bad.

      Thanks.

  4. That sounds familiar... by Aurin+Wildfire · · Score: 5, Interesting

    "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."
    - John Carmack

    1. Re:That sounds familiar... by chris_eineke · · Score: 4, Funny

      Is that why Doom3 sucked so much?

      --
      "All you have to do is be fragile and grateful. So stay the underdog." Chuck Palahniuk, Choke
    2. Re:That sounds familiar... by SydShamino · · Score: 3, Funny

      This would explain why Doom3 had monsters going into closets, closing the door, and patiently waiting for you to open it... ...and why no one on the development or QA team called this "story line" into question.

      --
      It doesn't hurt to be nice.
    3. Re:That sounds familiar... by Anonymous Coward · · Score: 5, Funny

      Think how much better the game would have been if the story was "I'm here to fix the copier... oh zombies." or "Did somebody call for a pizza... oops demons" every porn scenario I can think of including "Let's offer this hellspawn a ride in the van and see if we can trick it into..." is way more fun than the thought of finding and reading those damned PDA email files.

    4. Re:That sounds familiar... by Anonymous Coward · · Score: 0

      This has got to be the funniest thing i've ever read. mod parent up

    5. Re:That sounds familiar... by Locomorto · · Score: 1

      Except that in a porn flick, sucking is good. So applying that to your post we get:

      Is that why Doom3 pwned so much? I had wet dreams about it for a whole week!

      --
      Stopping Content Restriction Annulment and Protection means not calling it DRM.
    6. Re:That sounds familiar... by Minwee · · Score: 5, Funny

      That also explains why none of the demons ever wore pants.

    7. Re:That sounds familiar... by nuzak · · Score: 1

      Guess what John, your days of riding on your superior engine are done. Epic, Valve, and Crytek have engines just as good as yours, and they're competitively priced.

      Now figure out how to put some story into your games, or you're nothing but a tool vendor less profitable than Renderware.

      --
      Done with slashdot, done with nerds, getting a life.
    8. Re:That sounds familiar... by Percent+Man · · Score: 3, Funny

      Some of them do...

  5. And when done wrong... by patio11 · · Score: 4, Insightful

    ... you get FFXII, where you have about 30 minutes of cut-scenes (in engine and otherwise) and then two hours of completely irrelevant to anything "travel to this location we'll mark on your map to get your next cutscene". Granted, its not the highlight of the FF series (FFVI, for example, keeps a *strong* narrative even with the player frequently losing control of the action -- well, OK, you sort of need to propel the story yourself after you get to the World of Ruin), but it was absolutely jarring when I'd get thrown out of the story and told to walk through a desert full of barely-disguised Tusken Raiders.

    1. Re:And when done wrong... by Anonymous Coward · · Score: 0

      Or just about any Final Fantasy since Squaresoft canceled the N64 Final Fantasy in favor of the PlayStation because the PlayStation allowed prerendered cutscenes. Although given that most people (not here, just in general) seem to think that FF7 is the "best" it would appear that having a compelling story and good gameplay aren't really required to sell games.

    2. Re:And when done wrong... by Anonymous Coward · · Score: 1, Informative

      There never was a N64 Final Fantasy, only a SIGGRAPH technology demo that ran on Silicon Graphics hardware. That myth was debunked here some months ago.

  6. Fahrenheit by despisethesun · · Score: 1

    Based on the title, I actually thought this article was going to have something to do with the sex scenes in the European version of Indigo Prophecy.

    --
    This poo is cold.
    1. Re:Fahrenheit by Kasis · · Score: 1

      Me too. I've played two games by Quantic Dream (the other one was Nomad Soul). They both contained sex scenes. It's not really necessary in either game, but to be fair it was dealt with maturely in both titles.

      I expected this story to be about David Cage dropping the idea of putting sex into his stories, perhaps due to the Take Two's recent problems.

  7. Re:And what's wrong with porn?! by schweinhund · · Score: 2, Insightful

    Hear, hear! They also need to quit telling people what substances they can put INTO their bodies, be it glass, latex, or THC!

    ahem...

  8. Screen shots for the curious by Clockwurk · · Score: 4, Informative
    1. Re:Screen shots for the curious by earnest+murderer · · Score: 2, Funny

      Now that's f'n hot!

      Now seems as good a time as any for gazing into the pixels of moral decay!

      --
      Platform advocacy is like choosing a favorite severely developmentally disabled child.
    2. Re:Screen shots for the curious by Anonymous Coward · · Score: 0

      Does ESRB know about this?! This is hotter than Hot Coffee!

    3. Re:Screen shots for the curious by KDR_11k · · Score: 1

      That's the European version. Those scenes were removed from the US version though I have no idea how thoroughly. Can't find a patch that uncensors the US version with a quick Google so maybe they were more thorough than Rockstar.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:Screen shots for the curious by Duds · · Score: 1

      Seriously though, the UK has an age rating system with legal weight behind it. This game got a 15 rating uncut.

      The US has a voluntary system, the game got cut.

      Which kinda ruins the "Free speech / Censorship" arguement against a legally backed system.

    5. Re:Screen shots for the curious by Anonymous Coward · · Score: 0

      The US has a voluntary system, the game got cut.

      The content is still there for the US PC version. Unlocking it is the hard part. Considering how many perverted hackers are on Slashdot, I thought this would a piece of cake to unlock. Guess not...

    6. Re:Screen shots for the curious by Anonymous Coward · · Score: 0

      There is no such patch, cause developers completely cut out all "controversial" material from the US version of the game. Because of the infamous GTA "black coffee" scandal, they thought that ESRB give them "Adult" rating. The uncut version of the game was published under the [original] name "Fahrenheit" in Europe.

    7. Re:Screen shots for the curious by Anonymous Coward · · Score: 0

      Didn't Indigo Prophecy came out before Hot Coffee?

  9. Get ready!!! by Anonymous Coward · · Score: 5, Interesting

    Red. Blue. Blue. Green. Yellow. Yellow. *BZZZZT*

    I helped a friend play Indigo Prophecy twice. The idea was cute, but it's actually just as linear as all the other games out there. The only difference is that you get to affect the "mood" of the main characters, and you get to ever-so-slightly modify the subplot. Add to that all the gratuitious "follow the flashing lights" two-handed button mashing sessions, and it rates as one of the worst games I've ever had the misfortune of playing. In short, the basic idea is fairly novel, but the game itself was poorly conceived and implemented.

    1. Re:Get ready!!! by Negatyfus · · Score: 2, Insightful

      Get this right, man. You mean to say that you didn't enjoy the game, but it was never poorly conceived or implemented. I personally hope companies will be making this type of game for a long, long time and people like you will not dominate demand.

  10. Re:And what's wrong with porn?! by the+unbeliever · · Score: 4, Informative

    Watch the porn Pirates and you'll find that even porn can have good narrative strength. It's the first porn movie I ever watched where I was actually engaged by the plotline moreso than the actual sex.

  11. How about just a good narrative? by Orange+Goblin · · Score: 5, Insightful

    I played Fahrenheit (Indigo Prophecy) over 2 days, roughly half and half of the game each day. The first day the story was excellent, the second day, complete and utter cliched dross. It's like they got to the half way mark and just gave up.

    1. Re:How about just a good narrative? by Jazzer_Techie · · Score: 3, Informative
      In the article he flat out admits this flaw.
      I made the mistake of not devoting enough time to the last hour of the game. I was convinced (and rightly so) that the first hour of the game would be decisive for hooking the player, but I naively thought that one hour from the end the player's opinion would be made. I therefore devoted most of my time to the rest of the game in order to make it as perfect as possible.
      This was obviously a mistake. I was forgetting that what leaves a lasting impression on the player is often the end, and that a bad ending can change his perception of the whole game.

      I had the opportunity to see one of the developers talk about this game at the MIT "Innovation in Video Games: A French-American Dialogue" conference, and was quite impressed with the vision that the developers have for this game and for gaming in general. The main point that they wanted to make that was games (especially FPS) seem to spend most of the time appealing to what are very reflexive emotions (fear, anger, greed, etc.); while there's nothing wrong with this, they pointed out gamers can be involved just was well by more subtle emotions. A big draw of MMORPGS is the social interactions, and these developers wanted to try and bring a wider range of emotions to other gaming forms. They mentioned trying to incorporate things such as love, sympathy, and sadness, with the goal of creating a more immersive gaming environment. With so many games being rather weak in the plot department, it refreshes me to see people focusing more on story and emotional immersion.
    2. Re:How about just a good narrative? by Lobo42 · · Score: 3, Informative

      Except it's not just the ending that's poorly done. The whole game is poorly written -- it's just that you don't realize it until the end when, instead of resolving any of the various questions raised, they just start pulling cyborgs out of their ass and saying "Oh, that happened cause a cyborg did it" or "Oh, that happened because the mysterious ancients controlling everything did it."

    3. Re:How about just a good narrative? by paedobear · · Score: 1

      Apparently the original design was for an episodic series of games, which was cut back to a single game. In addition, they apparently cut out a LOT of the plot very late on, as they felt the game was too slow. I'd love to get hold of, say, the ORIGINAL script for the game.

    4. Re:How about just a good narrative? by Anonymous Coward · · Score: 0

      What ticked me off about the game was how racist and stereotypical it was while pretending to rebel against those stereotypes. Did anyone notice that every time you played as the black character funk music played in the backround? Or how about his basic character: slightly dumber than his female partner, but with better "street" sensibilities. Or how about the female character's gay friend. I was laughing at the unintentional irony as he went off into a soliliquoy about people having problems accepting gay people, while he was playing the perfect stereotype of a flamboyant gay.

      Even the storyline was cliche. It was just so much pulp with characters that were cliched decades ago. The reluctant killer, racing against time and the cops to clear his name. The workaholic strong female: smart, sophisticated, and successful but who never had enough time for her personal life. The carefree rogue, always behind the eight ball, always just barely getting out of trouble.

      If your going to go on a crusade about how videogames today need better stories, than at least give your own game an original one.

  12. Re:And what's wrong with porn?! by rossifer · · Score: 4, Informative

    You'll probably enjoy The Opening of Misty Beethoven. The Pygmalion storyline, some very good acting, actual humor, real breasts, sexy women.

    Regards,
    Ross

  13. Personally by Runefox · · Score: 3, Interesting

    I quite enjoyed Indigo Prophecy. I thought it was a refreshing departure from the normal tedium of button-mashing action. Instead, there is button-mashing, but in the form of moving the analog-sticks to different thoughts and ideas, and in certain situations, to a Simon-like fast-reaction sequence. I found it kept me focused on everything that went on, and the fact that the game is nearly all story (it *does* say "Play Movie" at the start) made it, well, interactive. There isn't much freedom, and it is quite linear in its general storyline, but it doesn't stop the first playthrough from being great.

    I guess it's the linearity that makes it more like a movie than a game, and therefore making it a rental. Now, if they managed to make an Indigo Prophecy style game with an entire city for you to walk around in, with multiple storylines to engage in that end in multiple ways and branch out in... Aw, why even bother asking for something like that? It won't happen unless Blu-Ray really takes off and they pack 33GB of data onto a PS3 disc; And spend three years developing it. The combination of all those things really doesn't add up to a plausible game idea. But what a game it would be.

    --
    Screw the rules, I have green hair!
    1. Re:Personally by TheOldSchooler · · Score: 1

      They did, it's called Grand Theft Auto!

  14. Killer Adhesive by Anonymous Coward · · Score: 0

    Yeah, but it creates a killer adhesive.

  15. I love the fact... by DavidTC · · Score: 5, Informative

    ...that someone bitching about the narrative flow of a game had such stupid-ass things as 'button pumping endurance'.

    Look, I understand the dichotomy between cutscreen and action, but plenty of adventure games manage to tell a pretty engrossing story with the player remaining in control 99% of the time. Look at the Broken Sword 1 and 2. (3 got a little consolely, but the problem wasn't the cutscreens.) Or The Longest Journey, where the only real cutscreens are speech and the few times the character herself is not in control. (And TLJ 2 did their little thing of controlling three characters, too, at one point at the end walking them all into the same cutscene. One character got there, you switched to the second, you walked them to where the first was, you had part of a cutscreen, you flipped to the third, you walked them in where the conversation continued from that point. That actually sounds kinda dumb when I said it, but it wasn't.)

    Indigo Prophecy, on the other hand, was so annoying I ended up stopping it five minutes in.

    And, incidently, their little 'bending the story' idea via emotions isn't that original. Tex Murphy: The Pandora Directive had that, too. Solely based on whether or not you acted like an ass, a normal guy, or a saint determined on how much and which of the three people at the end trusted you, which had a rather large effect on the final ending sequence. There were three 'paths' with eight(1) total endings, and six unique ones. (I.e, of the six, some you can reach via two different 'paths', and in some of them the most you could do in the final scene was save the world, but not yourself. (You could go back to a little before the last scene and make some choices that at least let live, but you couldn't switch paths at that point...if you'd been a jerk the whole game you'd never get the girl and probably get shot in the leg, just not killed.)

    And it wasn't just the ending. Your dialog would come out more snarky, at once point someone would delay you a few seconds instead of trusting you as you're trying to save someone else and get her killed, people would fail to pass on an important clue and you'd have to do some extra work, etc. OTOH, if you acted like an ass, you had a lot more money. (You owed basically everyone in the game money, so part of the way to 'play nice' was to pay them back with the big fat advance you got on the case.)

    1) Incidentally, you'll see all the reviews, and the original game material, say 'Seven endings'. It's known there are only six unique videos for ending, so the best guess is that Access Software meant seven endings total, and didn't realize you could reach one of the 'medium' endings by staying on the worst past until after some stuff happened (The girl I was talking about got killed, for one.), and then go back and do some of the good stuff you should have done earlier.

    --
    If corporations are people, aren't stockholders guilty of slavery?
    1. Re:I love the fact... by Anonymous Coward · · Score: 0

      "Indigo Prophecy, on the other hand, was so annoying I ended up stopping it five minutes in."

      That comment renders any opinion of the game meaningless. Might as well say "well, I didn't watch the movie, just a trailer, but it sucks"... same mileage. The attempt to pad the lack of experience with the game (and thus basis for commentary) with a bunch of other stuff doesn't make it any more insightful either.

    2. Re:I love the fact... by Lobo42 · · Score: 1

      Well, for what it's worth, I played the entire game and I pretty much agree with his assessment. Though I quite enjoyed those first five minutes, when it seemed like the writers had a clue.

    3. Re:I love the fact... by grumbel · · Score: 1

      ### ...that someone bitching about the narrative flow of a game had such stupid-ass things as 'button pumping endurance'.

      The 'button pumping endurance' was their because your character went through some endurance requiring thingy at that very moment, it wasn't just there as a filler, it was there so that the player had to go through the very same throuble as his hero, no sitting back and watching a cutscene, Indigo Prophecy has from what I remember *NO* pure cutscenes, its all gameplay, not gameplay where you have 100% control, but it still keeps the player involved and that is the important part.

      ### Or The Longest Journey, where the only real cutscreens are speech

      Speech yes, plenty of speech, tons of it, so much actually that most reviews complained about it. If you know what to do its almost like an audio book, click a bit here, sit back listen to dialog, click a bit there listen to yet another bit of dialog and so forth. I love TLJ, but its the very example of a game where you have very little control over the game, its simply sit back and listen to dialog and dialog is a cutscene, in Indigo Prophecy on the other side dialog is gameplay, no sit back and listen since its all time based and you only got limited amount of time to make your choices. Dreamfall/TLJ2 is ever worse, since there removed pretty much all puzzles, all that is left is run from A to B listen to dialog, run to C listen to dialog, run to D, ... repeat till the game is over. Dreamfall still has a nice story, but the gameplay in Dreamfall is nothing short of plain awefull.

      ### Indigo Prophecy, on the other hand, was so annoying I ended up stopping it five minutes in.

      Sorry for you, but then you missed the best thing the adventure genre (if you want to fit Indigo Prophecy there) had to provide since basically the The Longest Journey and the most innovative thing since probally Maniac Mansion (ok, Myst and The Last Express earn probally a place in there as well...).

    4. Re:I love the fact... by DavidTC · · Score: 1

      Did I actually give an opinion of the game? Why, I don't think so! I said the first five minutes were so annoying to play that I gave up. Especially as, IIRC, they dump you in a fairly quick-paced scene. I don't like out-of-character little 'tutorial' areas in general, but if you're going to have a game with weird controls, you might want to consider having a place for people to get used to them without dumping them straight into the action.

      The only thing that could be construde as an opinion of the game, beyond the first five minutes being annoying, was that I did call 'button pumping endurance' 'stupid-ass', but I will freely admit that they might have had the most magical wonderful button pumping endurance in the world, as I didn't get to anything like that in the game.

      The entire concept of that, however, is still stupid.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    5. Re:I love the fact... by DavidTC · · Score: 1

      Oh, there's a reason I pick TLJ instead of TLJ2 when citing cutscenes. TLJ did it fairly well. TJL2, OTOH, was hell. Possibly the most innovative adventure game storywise in a long time, two very real-feeling universe, but there were whole scenes where the plot was essentially 'run between these five different people and talk to them repeatedly'. And they were like three screens apart. (Hey, it is The Longest Journey, and, yes, I'm pretty certain they mean distance covered, not time, in which case the first game really was probably the actual longest journey anyone has ever taken.)

      Let's say the time spent represented as; figuring out what to do:talking to people:cutscreens:required movement. (Not including erronious movement, which would be in 'figuring out what to do', along with puzzles.) Normal games are somewhere near 2:1:1:1. TLJ was 1:3:2:1 or so. TLJ2 was 1:5:6:4. It was really absurd.

      As for the 'keeping the player immersed'...anyone who thinks the way to do that is to keep me having to do things is barking up the wrong tree. I was completely immersed in TLJ and TLJ2, because I emphasized with April and Zoe and they never did anything inane or stupid in a cutscreen just to advance the plot. That is what really throws me out of the game. Like I said, almost all cutscreens were either a conversation, where the character asked nice, logical questions (Of course, I always have questions they don't, but absolutely no game lets you type in questions and get answers.), or they were merely camera pans showing the world or people talking on other sides of a wall, or the character was out-of-control and control made no sense. (Being marched at swordpoint, sliding down a slope, whatever.)

      There was no 'Man, why'd she do that, that was stupid?' questions during a cutscreen. It was, I guess, good characterization. (OTOH, they did take it to extremes a few times, where you end up in a place where there was literally one things to do, like walk through a door, and you had to manually wander over and do it. No, I want to remain in this room the rest of my life instead.)

      I.e., it's not the exact physical control of the character at all times that means anything. It's whether or not you feel the character is acting independently of you. That's why cutscreens can be bad. In fact, that's exactly the disconnect the article is talking about, but you can have it without a single cutscreen at all, or not have it with a lot of cutscreens.

      Of course, for all I know, the Indigo Prophecy managed to do everything exactly right. All I remember is that the controls were so annoying at start that I tried to hide the evidence of the murder I just committed (That is the very start, right?) and couldn't seem to pull it off. I have a very low tolerance of games with complicated controls that don't seem to need them.

      Maybe it's time to borrow it again and try it again.

      Incidentally, I'm one of the people who hated Myst. It was one of those games where the concept actually overpowered the actual game. I think that's always the pattern. There's a new innovative game, which isn't actually that great, but in the end, parts of it work themselves into other games. Usually the first game disappears into history, but not so with Myst.

      And Under A Killing Moon deserves a place in your list for innovation for pulling off both a full 360 degree first person view and FMV, both of which are standard features now. It didn't invent either, but it was the first game with both, and the first game to do either right.

      And I'm not sure why Maniac Mansion is on the list...the ability to do different things different ways? Switching between different characters with different skills? I admit I wasn't playing adventure, or any, games back then, and didn't 'keep up', and while I've since gone back and played pretty much everything, I don't really know the 'order' or what was start of the art at what times. I'm the right age to have grown up with them, but I didn't get into them until about 93 or so, when I, and everyone else, got DOOM, eventually causing me to discover there was a, to me, much more interesting kind of computer game.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    6. Re:I love the fact... by grumbel · · Score: 1
      As for the 'keeping the player immersed'...anyone who thinks the way to do that is to keep me having to do things is barking up the wrong tree. I was completely immersed in TLJ and TLJ2

      Remember the "fight" against the snapjaw or the "fight" against the gribbler? TLJ as a whole was great, but those scenes very far far away from being immersive. Use 'spear with snapjaw' isn't exactly engaging, Quick-Time-Events do a much better job of making those events feel real and meaning full while still keeping the game simple to play (no need to study complicated punch combos).


      All I remember is that the controls were so annoying at start

      Thats why there is a tutorial, the controls are very different from other games, but they are also very simple, since there are no buttons to remember. Its just left analogsticks lets you walk, right one lets you control the arm or whatever is relevant in the current situation and then all those Quick-Time events Beside from that the tutorial was actually the coolest tutorial I have seen in a long time.


      Incidentally, I'm one of the people who hated Myst.

      I think the reason people have problems with Myst, I don't like it myself either, is very simple, it lacks characters. Its just a sterile world full of logic puzzles with no NPCs or fun inbetween. Still it seems to have worked for many people and it certainly was something different then Sierra and LucasArts stuff.


      And I'm not sure why Maniac Mansion is on the list...the ability to do different things different ways?

      Maniac Mansion inventod pretty much everything in terms of point&click, before it, adventure games where mostly text-interpreters or at best text-interpreters with pictures added, Maniac Mansion added the whole mouse (joystick back then) driven point&click interface, almost everything that came after Maniac Mansion only polished a bit here (a bit less verbs, graphic icons in the inventory, etc.). And everything that is point&click today still plays pretty much the same as Maniac Mansion back 20 years ago.



      The great thing of Indigo Prophecy was that it went bejoint was adventure games are, it wasn't just adventure game + shit action inserted like so many games before, instead the action was an integrated part of the game that almost never felt out of place, it all fitted together. And Indigo Prophecy never fell back to cutscenes, if they hero did something, the player did it as well, there was no sit back and watch, it was always 'do stuff'.



    7. Re:I love the fact... by Jarlsberg · · Score: 1

      So you did not play the tutorial at all then? There's a complete tutorial available from the game menu before you start the game that shows you everything you need to know, and it's done in a rather neat fashion.

    8. Re:I love the fact... by DavidTC · · Score: 1

      I honestly don't remember, but I normally do, so if there was one, I probably did. The problem wasn't not knowing what to do, it was actually getting it right.

      --
      If corporations are people, aren't stockholders guilty of slavery?
    9. Re:I love the fact... by DavidTC · · Score: 1

      Remember the "fight" against the snapjaw or the "fight" against the gribbler?

      Actually, TLJ is a blur now, but, yeah, you're right, there were fight cuts now that I think of it, and they were lame. Which is why I actually liked the fights in TLJ2. Other people bitched, but I was okay with it.(1) Yeah, they were also lame, but they weren't hard or anything, and it kept you from having to sit and watch.

      I'd actually be kinda happier if there wasn't any fighting in the game. But twenty seconds of button wacking is better than a cutscreen where you fight, and it was damn hard to lose any of the fights in the game. (The hardest fight, I think, was actually the introduction fight, where you learn how to fight! Although you couldn't die there, and you didn't have to 'win'.)

      Thats why there is a tutorial, the controls are very different from other games, but they are also very simple, since there are no buttons to remember. Its just left analogsticks lets you walk, right one lets you control the arm or whatever is relevant in the current situation

      Well, that's an interesting theory, but some of us do not, in fact, use a joystick.

      And Indigo Prophecy never fell back to cutscenes, if they hero did something, the player did it as well, there was no sit back and watch, it was always 'do stuff'.

      See, that's where I'm have a difference of opinion. I don't want to have to do every little thing. I want to tell the character to do something and he does it. I don't see how making him pull left then right then left then right to drag a body, then move the end of a mop around in a circle, is entertainment. (I went and looked at a walkthough to recall what I was actually trying to do.) Just drag the damn body and mop the floor, it's not rocket science. Here body, put it here. Here mop, here sink, here floor, mop it.

      I'm surprised they didn't make people walk around by pushing two buttons to simulate moving their feet. They could even have you tilt the joystick back and forth in the other direction to swing your arms so you don't fall over. And to access your inventory, you could thread your hand into your pocket!

      1) Same with the fights in the Broken Sword 3, and the other action scenes, to mention another recent game that had them. I've got no objections to action scenes. (I do, however, have an objection to all that game's damn box pushing puzzles, and their stupid controls, and their crappy camera.)

      --
      If corporations are people, aren't stockholders guilty of slavery?
    10. Re:I love the fact... by sesshomaru · · Score: 1
      I could be wrong about this, but I think Maniac Mansion has alternate endings but no dead ends. Dead ends are a big problem in IF.

      The best example is Infocom's Sorceror. There are a few complicated Time Travel puzzles in that game, one occuring almost at the very start of the game. If you don't solve it, the game lets you blithely go on, and get very far, never realizing that if you don't have the item from the first time travel puzzle, you'll never, ever beat the game! It won't tell you, "You lose!" either, you'll just wander around until you give up.

      --
      "MIT betrayed all of its basic principles."
    11. Re:I love the fact... by mink · · Score: 1

      The only way to not get things "right" was to stay in the bathroom untill after the cop notices the body.

      No matter how badly you cover up for yourself, the game continues as long as you get out of there. Things later on are affected by what you did to cover up the "crime".

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  16. Re:And what's wrong with porn?! by Bent+Mind · · Score: 2, Insightful

    Sadly true. There is good money to be made making a porn with lots of sex and very little story. People go out of their way to purchase an X-rated film just for the sex scenes. Adult movies with a plot don't make money. The people that want an "X-rated movie" just fast-forward to the sex scenes. People that would enjoy the story avoid buying them because of the X rating. That, and in a lot of places it's difficult, if not illegal, to buy an X-rated film. Personally, I wish people would stop treating sex and nudity in such a juvenile fashion. However, people have to get past the dark ages first.

    --
    Request a Linux Shockwave player here: http://www.macromedia.com/support/email/wishform/
  17. Oh, great by Lobo42 · · Score: 3, Interesting

    Like David Cage is one to talk. Indigo Prophecy had one of the worst stories in a video game ever, and that's saying something. If he's going to ask the industry to get away from the 'porn narrative,' then I'd like to ask him to get away from the 'Pseudo-Magical Matrix Ripoff That Makes No Bloody Sense narrative.'

  18. Re:And what's wrong with porn?! by AEton · · Score: 1

    I'm the greatest pirate hunter in the world!

    Yarrr!

    I'm the greatest pirate hunter in the world!

    --
    We recently had heard in the office over one of the Yellow Machine that's made by Anthology Solutions.
  19. What are you all talking about? by Cadallin · · Score: 5, Funny
    Indigo Prophecy has the most ghastly writing I've ever seen in a Video Game. David Cage managed to out-do the Wachowski brothers (and I'm talking Matrix 2 & 3 here), largely by copying them blatantly, superimposing a secret mayan council on the works (Yes, really, Native American Indians in Mexico run the WHOLE world - the entire contemporary geopolitical situation is all them; RIIIIGHHT), and then shoehorning in the most forced "OMGZ, I've been hunting you as a serial killer suspect for the last couple of weeks, and even though we've only ever spoken TWICE I now want to jump your cold, dead, zombie bones so we can have a zombie love-child convenient to the hackneyed plot!" And then theres the fantastic scene where we get incarnation of 1980's military research turned into the mind of the matrix that looks like a rip-off earth elemental from World of Warcraft (for no apparent reason I can tell, why would it look like that? Psionic powers making the rocks go round? Why does it have those?) who reveals the astonishing, "No really, protaganist, I AM YOUR FATHER! It's been me all along!"

    Now admittedly Indigo Prophecy isn't all bad, the engine is work of pure genius. It's what adventure game developers have been trying to create since Adventures went 3D with Grim Fandango and its ilk. It's great, even the action sequences are VERY well implemented. As a result of this I wanted to like the game. It's like the SCUMM engine for 3D, except instead of being used to support a good title its trapped under I don't what, some kind of horrid dark twisted parody of a plot. I wanted to like the game so much because of the engine, which makes it a joy to play, except for the constant assault on your willful suspension of disbelief that is the plot. At the start I was thoroughly loving it, "This Game Rocks! Its the Adventure I've been waiting for!" And then it all starts to go downhill, as ok, secret mayan clan council runs the world, "Hmm, ok I can accept that; this engine fucking rocks! It's all indiana jones prophecy style shit, I can dig that." Then it just keeps getting worse, as we have the matrix waking up, taking control from the mayans and killing all the humans and, "OH MY GOD! WTF is that (living!!)cop doing with that shambling travesty of undeath(Not kidding, he's a zombie!) that is the main character?"

    Maybe if this was the plot of Stubbs the Zombie or something, but no, Cage seems to want us to take this work seriously as a work of fiction. And note that, despite all his talk of revolutionizing things, a "new way to make games" and all that, it's a very stock adventure game, quite linear really, with a lot of Resident Evil style action sequences. It doesn't do anything that, for example, "Indiana Jones and the Fate of Atlantis" didn't do in 1992, except be in 3D, which was done at least as far back as "Grim Fandango" in 1998. It's also actually quite linear, and very short, especially in comparison to titles like "The Longest Journey" or "Curse of Monkey Island". It's not like he implemented a complex branching plot system in game (as has been done in many text adventures) The emotion system is just taking the sanity system from the "Call of Cthulhu" and applying so that there are puzzles/action sequences that you don't HAVE to solve to advance, but if you fail too many of them you lose because one of the main characters kills himself/herself. This is interesting, but not earth shattering, and it sure doesn't make up for bad writing.

    1. Re:What are you all talking about? by grumbel · · Score: 2, Interesting

      ### It doesn't do anything that, for example, "Indiana Jones and the Fate of Atlantis" didn't do in 1992, except be in 3D, which was done at least as far back as "Grim Fandango" in 1998.

      I beg to differ, the whole gameplay is fundamentally different from Indy4 and pretty much all other adventure games. Indigo Prophecy has no real puzzles, is full of action, endurance section, timed dialog and timed events, in short its for most part realtime based, if you don't act you die, get catched or other stuff happens. Most adventure games are the very oposite, no timed stuff at all, nothing in the world ever moves until you do something and such. The whole paching in Indigo Prophecy is nothing like what you get in classic adventure games. The only game that I would say that is somewhat similar to Indigo Prophecy is The Last Express, which also plays almost completly in realtime and cares even less for what the player is doing. Indigo Prophecy is really more an interactive movie done right then a normal adventure game.

      ### It's also actually quite linear, and very short,

      Short yes, but linear no. Its true that the whole story itself is linear and beside the three endings which you chose in the very final fight offers no choice, however in the single scenes you have a heck of a lot of freedom and get do pretty much whatever you want.

      The story as a whole certainly has its faults, but it was still the most gripping one I have seen in the last years in gaming.

    2. Re:What are you all talking about? by alphaseven · · Score: 1

      and then shoehorning in the most forced "OMGZ, I've been hunting you as a serial killer suspect for the last couple of weeks, and even though we've only ever spoken TWICE I now want to jump your cold, dead, zombie bones so we can have a zombie love-child convenient to the hackneyed plot!"

      I have this theory that everything that happens to Lucas after he falls off that roller coaster and "dies" is a sort of dream of his, where he fantasizes about being reborn and having sex with the woman investigating him and having super powers. Sorta like the film "Minority Report", where some people think that the reality of the plot ends when Tom Cruise's character is imprisoned.

    3. Re:What are you all talking about? by Cadallin · · Score: 1
      What you aren't noticing is that they ARE puzzles. And in reality it is more that it's an adventure game played on a timer, because if you don't solve the puzzles in time, then you die; maybe not right then, but over time you condemn yourself to reload/start over.

      Linear YES. You are generally allowed to solve puzzles in a scene in any order, but this is often no different than old school adventures where you could run around and solve the minor puzzles in any order, before tackling the main one. Again though, the engine IS very well implemented, I would love to see more games using it; just written by someone who has seen more than: the matrix trilogy, and a Discovery Special on Central american religion.

      Unfortunately, Choice is the real feature adventure fans have been screaming for for over 2 decades. I want complex branching plots dammit, real Multiple Endings!

    4. Re:What are you all talking about? by Magada · · Score: 1

      The amounts of ex-post-facto rationalisation going on in trekkie and other fanboy circles, is nothing short of amazing. To these people, here is my message of love: stop propping up bad stories, go write/direct/design some of your own.

      And yes, Minority Report really IS a craptastic movie, although sadly it cannibalizes a novel which deserves much, much better. It would seem that the karma of PKD is that his name will forever be associated with kipple - "The Minority Report", "Total Recall" and, -dare I say it?- "Bladerunner" stand testament to this.

      --
      Something bad is coming when people are suddenly anxious to tell the truth.
    5. Re:What are you all talking about? by sesshomaru · · Score: 1
      Well, I don't think he needs to worry about Total Recall:

      It's based on a short story, called "We Can Remember It for You Wholesale." I don't think anyone who read the story and saw the movie would see much of a connection between the two. (Hopefully, in the future, they'll stop putting "Total Recall was based on this," on the cover of PKD anthologies with the story in it.)

      Besides which, remember the scene where Schwarzenegger's character pulls that guys arms off and then jokes that he'll see him at the party later? Classic cinema, and prescient of the man's approach to governing the state of California.

      --
      "MIT betrayed all of its basic principles."
    6. Re:What are you all talking about? by sesshomaru · · Score: 1

      You know, I think I'll have to buy this game now, because the story you relate here sounds so much like my real life that it is eerie.

      --
      "MIT betrayed all of its basic principles."
  20. Re:Unlocking the PC content... by KDR_11k · · Score: 2, Insightful

    Easy. Buy the game in Europe.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  21. Re:And what's wrong with porn?! by Slashcrap · · Score: 5, Funny

    They also need to quit telling people what substances they can put INTO their bodies, be it glass, latex, or THC!

    Putting glass, latex and THC into your body?

    I can only assume that you once had a horrible, but spectacular, accident with a bong.

  22. Re:And what's wrong with porn?! by octal666 · · Score: 1

    Then it was a bad porn movie... another thing is mixing hardcore sex in a story, but that is impossible with the rating system and current industry, if there is explicit sex, it's porn and can't be shown on theatres.

    --
    DON'T PANIC
  23. Teh Holy Grail of Gaming! by Eideewt · · Score: 3, Interesting

    Man, when will these game developers get the idea that *story is not the point*.

    Now I backpedal. I realize that some people enjoyed this game, and some *would* like a larger helping of narrative in their games. But every time I see another article talking about narrative as if a lack of it is the one thing holding games back, a little bit of "twitch" gamer in me feels like it's been kicked in the crotch. There are many of us who don't want a game whose purpose is to funnel us through a story.

    I though Half-Life 2 was a boring, boring game, because I never really got to do what I like to do in a game. I like to have enough flexibility that I can tackle the game however I see fit. HL2 was more like "shoot at some Combine soldiers then figure out which way forward is." Bore me to tears, why don't you? That's where I see story oriented games going.

    A couple of games I do like are the Descent games and the Thief games. They feature what's important to me: engaging gameplay and levels in which I can go wherever I want. Neither tries to move me in the right direction, or worse, allow me only one direction.

    The Descent games are purely about gameplay. The story is practically nonexistent, except at the beginning and end of each game. I like this, because I'm not turning to games to hear a story. I'm turning to them for an enjoyable *activity*. Descent's levels are also often hub-based: locked doors are frequently your entry point, requiring you to explore the level (one of my favorite in-game activities), then find your way back, often more than once for each key and door. Although the goals are monotonous, the exploration in the game is very strong, and the enemies are challenging.

    The Thief games also have very strong non-linear gameplay, but they add an engaging story. As you might not expect from my comments up to this point, Thief's story is one of my favorite parts. The difference between Thief and the games I'm railing against is that the story is presented in a way I really like: cutscenes between levels. And what cutscenes they are! I don't hesitate at all to call them the best I've ever seen. The game is worth buying for them alone. The thing I like about its structure is that I get my gameplay, and then I get to relax and get some story as well. I like the fact that after completing a difficult level I get some time in which the game makes no demands on me (unlike Indigo Prophecy, I gather).

    I can't really develop an affinity for a game that doesn't leave me alone to play it as I choose. I want to get in there and do my thing. Story also really helps me get into the game, but not so much when I don't get the experience that makes me feel I'm part of the game's world and not just along for the ride. It seems like game developers are forgetting about the "in it for the game" gamers like me who really don't want to take part in a movie.

    * Please don't suggest games I might like or tell me that not *all* new games are the kind I hate. I know they aren't all like that, and I have plenty of games I'm playing. If anyone's interested, here's a short list (mostly older games): Descent games (via DXX-Rebirth and Loki's D3 engine), Cube, Warsow, and a bit of Moon Buggy (yes, the one you play in a terminal).

    1. Re:Teh Holy Grail of Gaming! by grumbel · · Score: 1
      Man, when will these game developers get the idea that *story is not the point*.

      They got that idea like 20 years ago and implemented a heck of a lot fun games in the meantime, storyless games have been done to death. That doesn't mean that there shouldn't be more games that focus more on the fun then on the story, but heavily story based games is something that hasn't been done all that much. Sure, there have been plenty of games with some sort of story, but most of them integrated them poorly or not at all into the actually gameplay and last not least most games story are very primitive, something along the lines of "shoot everything that moves" packed into a nice surrounding, but thats it.

      Storys however can tell so much more then just about heros shooting the badguys, Facade is probally the most drastic example of a game that does something very different in terms of story then what you get in normal games. For those that don't know, Facade is about a couple who are having relationship throuble with the player inbetween them watching them and talking to them, thus influencing what is happening. The game itself is very primitive and doesn't go in terms of gameplay bejoint old school text adventures, but its also pretty much a very primitive 'Holodeck'-experince, meaning a story where you take part, which however doesn't only focus on you, but also has a life of its own. The Last Express kind of similar, the player has to solve a murder on the Orient Express, however the whole game is (almost) realtime, people move around in the train, talk and stuff, completly independ of the player. Most other games today are different, when the player doesn't act, nothing happens, the bad guys will run their same partrol routes forever without ever doing something that looks half intelligent and given the player nothing more then a gun to 'interact' with other people in the game.
    2. Re:Teh Holy Grail of Gaming! by Eideewt · · Score: 1

      I agree, and my first sentence is a little misleading. What really bothers me is the idea that movie style narratives are something that games are *missing*. I'm all for new types of interaction, but sometimes the proponents of these new styles hawk them as the way games should be, with headlines like, "No more 'Porn Narrative'." In reality, the narrative in many games is exactly what gamers want, just like porn scripts are the right thing for what they do. I don't want to hear about how he's "tried to reshape storytelling for games". I'd rather hear about his new game that tries an innovative new form of storytelling. It's the difference between "I'm here to fix your crappy stuff" and "here's something cool you might like". It's not the games I mind (although they're not the sort of thing I want to play), but the way they're marketed.

    3. Re:Teh Holy Grail of Gaming! by Anonymous Coward · · Score: 0

      i like games that have some kind of story, you know, background elements of the characters and so on, but don't rely on that to be good. the game's gotta be good. that's why i still love Megaman for the NES. the game is so good, it's hard, it's kinda gut-wrenching in some instances (falling through spikes always makes me queasy) and the character is cool and he has a little storyline with it. But it's not really the story what is sells you the game, but the game itself. or if you think about a story game like monkey island, the story is cool and all, but what keeps you coming back is the great puzzles. not the cutscenes in between... trying to sell a game based on the premise that you gotta mash buttons in order to make a guy lift an arm because it's part of the cutscene is stupid.
      if i want to be part of a movie, i'd rather just watch it. if i want to play a game, i'll play something that's not pretending to be a movie.

  24. Re:TFA: Do you recognize this acronym? by Vo0k · · Score: 1

    No. In polite conversation we pronounce it as "The Fine Article" using "fine" as an entertaining euphemism.

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
  25. Why, Crassius! by Vo0k · · Score: 3, Funny

    Nope, in FF7 there was just a small piece with the brothel and crossdressing. Not really entertaining.

    OTOH the Elder scrolls...

    The Lusty Argonian Maid

    Crassius Curio

    Act IV, Scene III, continued

    Lifts-Her-Tail: Certainly not, kind sir! I am here but to clean your chambers.

    Crantius Colto: Is that all you have come here for, little one? My chambers?

    Lifts-Her-Tail: I have no idea what it is you imply, master. I am but a poor Argonian maid.

    Crantius Colto: So you are, my dumpling. And a good one at that. Such strong legs and shapely tail.

    Lifts-Her-Tail: You embarrass me, sir!

    Crantius Colto: Fear not. You are safe here with me.

    Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not!

    Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear.

    Lifts-Her-Tail: But it is huge!
    It could take me all night!

    Crantius Colto: Plenty of time, my sweet. Plenty of time.

    END OF ACT IV, SCENE III


    Also, if you want to know why Khajiti are sometimes nicknamed "Barbie", have a peek at part 4 of The Real Barenziah.

    --
    Anagram("United States of America") == "Dine out, taste a Mac, fries"
    1. Re:Why, Crassius! by Kelbear · · Score: 1

      Um...wow.

      I did /not/ know that stuff was in there...I usually just skip reading the long books I encounter.

  26. Re:And what's wrong with porn?! by Anonymous Coward · · Score: 0

    And let's not forget "Ten Little Maidens." Steal the plot from Agatha Christie's "Ten Little Indians," add some action from Charlie Sheen's ex Ginger Lynn, and what do you get?

    Well, what you get is a highly disturbing scene where Jamie Gillis fucks a chicken. A cooked chicken, but I'm not sure if that makes it better or worse. It's not as disturbing as that bootleg home movie where he shits on the woman's head while she sings "Jesus Wants Me For a Sunbeam," but it's still pretty effed-up.

    And no, I'm not making any of that up.

    (thank jebuz for anonymous posting...)

  27. Silent Hill by duffbeer23 · · Score: 1

    Personal fave of mine on the consoles and definitely fits the description of mixing narative with action, esspecially the early iterations.

  28. The best "game" in the FF series... by Cybrex · · Score: 1

    ...is "The Spirits Within". I like that they finally dropped the pretense and eliminated gameplay entirely (not a significant change from the FF games I've played) and made a "game" that was just pretty cut scenes. ;-)

    Granted, the plot wasn't significantly more cohesive than that of any of the other FF games, but the graphics were nothing short of stunning! Mmmmm... Aki Ross...

    --
    Boundless Expansion, Self-Transformation, Dynamic Optimism, Intelligent Technology, Spontaneous Order- BEST DO IT SO!
    1. Re:The best "game" in the FF series... by nasch · · Score: 1
      Granted, the plot wasn't significantly more cohesive than that of any of the other FF games
      It was a lot more cohesive than FF: Advent Children...
  29. Re:And what's wrong with porn?! by schweinhund · · Score: 1

    hahaha. I just saw this and laughed my ass off. thanks!!

  30. Re:Unlocking the PC content... by Fallingcow · · Score: 1

    Or download it.

    Buy a legit copy of Indego Prophecies if you want to support the developer, then download Fahrenheit.

  31. Indigo Prophecy Porn by Anonymous Coward · · Score: 0

    i guess i misread the title there at first, i thought the developers were apologising for that terrible seduction scene in Indigo Prophecy where you have to play guitar for the ex untill you get her into bed.
    that was pornographic
    no artistic merit
    causes sexual thoughts
    id also like to point out that these guys need get off thier high horse and actually create an interesting narative. i hated Indigo Prophecy.

  32. Re:And what's wrong with porn?! by Anonymous Coward · · Score: 0

    I liked this game... a lot.

  33. Re:That sounds familiar... - The Story of ID by Cryptimus · · Score: 1

    This pretty much betrays Id's attitude to gaming and explains why their games are only really good as technology showpieces which gaming companies with innovation and talent turn into actual games.

        Don't get me wrong. Carmack is smart, focused and incredibly productive. When it comes to engines he's one of the elite. However like all the boys at Id, he hasn't got a clue about making a good single-player FPS experience.

        Raven is the company which uses Id's engines to make good games. So an ID announcement about a new title isn't really all that exciting. Most of us know from experience that gameplay-wise it's going to be the same old ID suckage with gameplay that hasn't moved on from the original Doom. Gameplay is more than simply designing your environments and monsters. Mind you, maybe that's a legacy of having a company 2/3rds owned by a pair of artists.

  34. Indigo Prophecy is not unique, but it is almost. by superultra · · Score: 1

    Indigo Prophecy was fun. It was also unique, a rarity among games these days. I applaud David Cage for that much.

    But if he wants us to judge IP on its story, and by reading this I think he does, than let's do just that.

    Take any number of IP's branching storylines and turn it into a book or movie. Guess what: it blows. The characters are one-dimensional and predictable. They're not archetypes - they're stereotypes. The African-American is good at violence and dancing. The women need rescuing by men. It's as if the game's French creators had never really met either an African-American or woman; just based them on what they read in books and movies. Which is another major problem in IP: it is basically a collage of popular books and movies.

    Taken as a story, IP fails. At its best it's one of those quickie movies the SciFi Channel puts out. Taken as a game, it's Dance Dance Revolution, or Choose Your Adventure the Video Game. Is it fun? Yeah. But it's not mindblowing, as I think Cage seems to think.

    For all his talk of interaction, and players creating their own narrative, it's already happening in games like Battlefield and World of Warcraft, where players group together, create relationships, and then play out narratives. On a single player level, even the early SimCity let me create a city that rose and fell - you know, like a story.

    In a way, I see Indigo Prophecy as a kind of video game "thesis;" it's not quite as unique as a dissertation, they're just borrowing and applying a new methodology. Indigo Prophecy is both an indictment for storytelling and an inspiration. The story, when considered apart from its video games, is poor. But that it is fun and interesting as a video game shows just how powerful interactive storytelling is. There's a big potential that Indigo opens but never steps through.

  35. Controllers by Selanit · · Score: 1

    David Cage writes:

    The interface was also the subject of intense reflection all through the project. My first intention was not to turn it into a remote control as often happens in adventure games, nor an exercise in skill but rather a tool for immersing the player physically in the world. [...] After a few minutes' play most players have completely forgotten the existence of the interface because it is simple and intrudes minimally on the screen, allowing them to concentrate solely on the story and the characters.

    Such was NOT the case with yours truly. I never, EVER forgot the interface, even for a second.

    I believe that they did put a great deal of time and effort into the interface. And I'm sure it worked beautifully ... on Playstation.

    But I played Indigio Prophecy on a PC, using a keyboard and mouse - and the interface was easily the worst aspect of the entire game. It took me forty-five minutes to complete the initial interface tutorial. I had to go online to get a tutorial explaining the tutorial, for heaven's sake.

    The interface functioned thus: when the character needed to undertake an action of some sort, two circles would appear on the screen. Each circle consisted of four colored areas: red, green, blue, and yellow. The colors on these two circles would light up in sequence, and my task as the player was to match that sequence, rather like the electronic game Simon from the eighties.

    When these circles first appeared on the screen, I had absolutely no idea whatsoever what to do or how to do it. If I had been using a Playstation controller, I could quite easily have figured out that the four colors on the circles matched the four colored buttons on each side of the controller. But since I was playing with a keyboard, there were no contextual clues like that.

    That problem was severe enough. But once I had figured it out and moved on, I soon discovered another and equally serious problem. Navigation is partially controlled with the mouse; but you need both hands on the keyboard when you're completing a "Simon" sequence. And there's little or no warning as to when you'll need to move one hand from the mouse to the keyboard. As a result, I usually screwed up the first seconds of each sequence the first time I encountered it, and had to play the whole freaking scene again. Some complex situations involved both navigation and "Simon" sequences. Example: In one scene you must control the character's rate of breathing by tapping two colors alternately, while simultaneously navigating through narrow shelves. In this case, I eventually resorted to remapping the controls to make that specific scene easier, and then changed them back afterwards.

    This is bad.

    I'm not buying the sequel. If I hadn't received Indigo Prophecy as a gift from a person who expected me to play through and report back, I would have returned it by the end of the first day.

    The story was good. The characters were interesting. David Cage is clearly an excellent game designer, with some interesting ideas, and a keen grasp of the challenges involved in programming games for a console-style box. But if he can't think outside that box, he shouldn't be releasing his games for use on other systems.

  36. Re:And what's wrong with porn?! by merlin_jim · · Score: 1

    lol well you know how in hitchhickers' guide to the galaxy, that one guy gained immortality through an accident involving a time machine and a rubber band?

    Kind of like that, but he was hoping for an everlasting bong hit. Then the accident happened.

    Just ended up crapping out resinous shards of glass for a month, though.

    The resin tasted really bad when you smoked it, too...

    --
    I am disrespectful to dirt! Can you see that I am serious?!