Game Breakers
1up is running a feature looking at some not-so-fun design decisions that have been made in games over the years. "Innovations" like pits, spawn points, and long FMV sequences are just some of the choices they take to task here. From the article: "Rumor has it that videogames are not, in fact, movies. This might seem obvious to anyone who plays them, but the entertainment industry — and even a few game designers — have yet to comprehend this. Developers like Metal Gear's Hideo Kojima insist on cramming their games with cut-scenes that are often inscrutable, occasionally entertaining, and almost never interactive. Sometimes, you can't even press the Start button to skip them."
If you want to see how cutscenes should be done, play through Half Life 2 and HL2: Episode One. Pay attention to the commentary in EP1. They addresss how they specifically create "live" cutscenes at several commentary points.
One example is early in EP1. As you approach a T intersection from the south, they have a lone soldier firing at you far off to the right. You can easily pick him off, but then your attention is forced to the right side hallway and a realtime event: a gunship in its final throes, banging into the walls and crashing before exploding. Bam, there's your cutscene, entirely done without even removing control from the player.
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.
This article has touched a sore spot for me, so I'll post an article I wrote a while back that discusses this very issue, but focuses mainly on First Person Shooters. Unfortunately, it's just as applicable as when I first wrote it...
I'm a fan of good first person shooters, rare as they may be. One of my favorite video game pastimes right now is playing James Bond: Nightfire for the GameCube. I just set myself up in multiplayer mode with six bots (all Snow Guards) on the Skyrail level and blast away in 'professional' mode. That's pretty much the only way I play the game (I don't even think I've finished the single player portion of the game). Sadly, the game lacks a good mix of automatic weapons. Oh how I miss the good old AR44 and RCP90 from the N64 game Goldeneye.
As fun as the game is on my regular setting, it does get a tad tiresome. You know you've played a FPS too much when you start using a pistol to snipe while on the run (it is, however, quite satisfying getting a good sequence of one shot kills with the Raptor .50). But it was hen I started using one of the game's only automatic submachine gun set on semi-automatic mode to snipe, I knew it was time for something new.
So, my brother and I go out and rent GoldenEye: Rogue Agent on the weekend. *sigh* I'll forego describing its major shortcomings and rant about the state of the FPS genre on the console.
Okay. Here is how the video game industry should be: find out what is good about a game in a particular genre, then include that feature in every subsequent game. There is absolutely no excuse for multiplayer mode in a FPS shooter not to have every single one of the following features:
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
Hmm, I didn't notice any of that. Looked fine for me.
Oh, yeah, I use Opera.
And I have a script that removes a ton of advertising elements automagically.
"Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/