Posted June 19, 2012
So, after completing preview-part again, i am dissapointed a little. The problem is that the characters don't want to do almost anything and have an excuse for everything. For example:
* Anna doesn't want to talk with nurse at hospital ICU - "need to lay low" (it's just a nurse, why all that secrecy).
* Ray can't look at patient folders - "it's for doctors only" (forgetting about his journalist nature).
* Bennett can't go to chief's office, because he's scaried of him (ok, probably). He also can't get into most of the other rooms, because "he doesn't need to" (shouldn't the player decide this?).
I understand, that most of my problems will be solved during the walkthrough, simply activating some triggers, but I alose think it's a big mistake - not giving a player the freedom of exploration, making artificial restrictions.
Isn't this probably the most valuable part of video games - to do things not allowed / leading to conflicts, in real life?
Partially good implementation for ideas above is old "Broken Sword" - where you can, for example, apply electric handshake toy to anyone - with well-written dialogs, the content, as consquences, but not pity excuses like "oh, i won't do that to a poor grandma".
This makes current game's most valuable parts - STM and LTM almost pointless, because, I guess, a major part of icon combinations are implemented with excuses.
* Anna doesn't want to talk with nurse at hospital ICU - "need to lay low" (it's just a nurse, why all that secrecy).
* Ray can't look at patient folders - "it's for doctors only" (forgetting about his journalist nature).
* Bennett can't go to chief's office, because he's scaried of him (ok, probably). He also can't get into most of the other rooms, because "he doesn't need to" (shouldn't the player decide this?).
I understand, that most of my problems will be solved during the walkthrough, simply activating some triggers, but I alose think it's a big mistake - not giving a player the freedom of exploration, making artificial restrictions.
Isn't this probably the most valuable part of video games - to do things not allowed / leading to conflicts, in real life?
Partially good implementation for ideas above is old "Broken Sword" - where you can, for example, apply electric handshake toy to anyone - with well-written dialogs, the content, as consquences, but not pity excuses like "oh, i won't do that to a poor grandma".
This makes current game's most valuable parts - STM and LTM almost pointless, because, I guess, a major part of icon combinations are implemented with excuses.
Post edited June 19, 2012 by kpashka