quote:
Original post by superpig
Yeah. I'd prefer that to one of the marines stopping to tell me 'there's a hugeass monster over there.'
How about this - if the player runs to keep up with the marines, or follows them till they stop, then they tell him. Otherwise, he finds out for himself.
I think that we may see more *fluid* ways of creating a story in future games, which allow for more player freedom, whilst maintaining atmosphere and getting the important bits accross.
Ie. We have seen RPGs such as Deus Ex, Fallout and Arcanum.. which allow you some freedom in the way that you approach game problems (and even in the latter, what problems you solve).
Ie. In Arcanum, there are multiple entry points into the plot. (Minor Spoiler) Ie. You get a gold ring at the beginning, an evil henchman comes up and wants you to give it to him, you can either beat him- or give him the ring.. the ring isn't the important thing. But if you give him the ring some lines of approach (ie. the jewellers) are closed off, but there are still other ways to progress.
A similar branching approach could well be taken in more linear games too. Not that it would be necessary..
but in the example of the huge alien.. having the marines react appropriately (ie. tell if you follow them, or shout no this way.. (through AI and some designer scripting) would make the game world seem more real, and that you were playing your part in it. ie. immersion.
This isn't just about conventional story points, but is applicable to more common situations such as the above example.
[edited by - Ketchaval on July 12, 2003 8:08:21 PM]