I am interested in the previous discussions we have had in class about narration vs. interactivity in a video game. When it comes to telling the story in a video game, there is often a button to scroll through the narration more quickly, if not skip the narration all together. Even though I am very much guilty of this, I think it is backwards. The narration should be what drives a person to want to play the game. It should be the motivation.
I would like to create a game that is mostly focused around the narrative. You will not be able to fast forward or skip the narrative cut-scenes. Once a cut-scene is over, the gameplay will be very very brief, even with the option of skipping the gameplay to move on to another narrative cut-scene. This will invoke feelings of frustration within the viewer, since most players are more interested in playing the game, rather than being caught up in the narration.
Thursday, February 12, 2009
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There are always bugs in games. I liked this one - http://www.youtube.com/watch?v=TyLzFqQ6IEA - and it might be relevant for your idea. In short: the player can still kill another character in a cutscene when he is not supposed to at all. Some kind of accidental interactivity.
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