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.""
what's wrong with porn?!
Lack of narrative strength.
"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
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.
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.
...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?
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.
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.