DVS BSTrD said:
They have taken the bridge and the second hall.
We have barred the gates but cannot hold them for long.
The ground shakes, drums... drums in the deep.
We cannot get out.
A shadow lurks in the dark.
We cannot get out
... they are coming.
Ha, it's actually funny you should mention that. I very nearly referenced that scene in this piece - it's pretty much exactly how bodies are used most of the time in games, and it's a really effective way of building tension and the idea of A Bad Thing Cometh. It's kind of what's going in the first two examples here, but I think the Skyrim one actually goes a step beyond...
Charcharo said:
I love the way this works in STALKER. Since the majority of the corpses in the world appear during the player's playthrough, all of them dying whilst in actual action, it always made it even more real. That torn up squad of bandits over there? The weapons are still intact and they werent looted, some of them have been obviously been moved from where they have died, which means something. There is blood in the grass, so it happened soon. If no one looted them, yet the bodies were moved, this only means a mutant killed them. A powerful one. And it is still nearby.
Just another instance of good AI doing wonders I guess.
So in this case, are the bodies just a procedural result of the world going about its business? (I own STALKER, but it's failed to get on with every computer I've owned since buying it, so I'm not very familiar with its ins and outs.) That's really interesting.
Again, it's something I nearly touched on in the feature. There were a couple of times in Skyrim - and it was something initially promised by BioShock, actually, but never really delivered on - where I'd hear a fight going on over a hill, and by the time I got there, it would just be two corpses still clutching their weapons. But I decided it was a slightly different issue - in that it's not an authored story being presented, but proof that the world extends beyond your immediate surroudings - and, y'know, word count.
geldonyetich said:
I don't know if I agree.
I know the very scene you're talking about. It's at about the 8 minute point of this video [http://www.youtube.com/watch?v=pUq9EZaJvJQ]. I indeed pieced together the story of the scene, but at that point all it really evoked was a shrug. Yeah, I get it, people are dying here. There's a plague, in case you haven't noticed. There's wagons full of bodies in the streets. When I first arrived there was two guards chucking bodies off a bridge into a barge full of bodies below. So I've just stumbled across another room full of bodies, complete with diary? I wasn't moved. I was wondering what was in their pockets.
So I'm going to just drop this counterpoint: bodies are massively overused. Silly bodies are bloody everywhere these days. The stories might have been interesting were it not for that. We used to joke about how FPS were full of crates. We might as well start joking how FPS are full of bodies now.
Time to Corpse? :0)
(http://www.oldmanmurray.com/features/39.html [http://www.oldmanmurray.com/features/39.html], for anyone who's not familiar)
I think you've got a point, but... well:
a) With these three examples, I was hoping to kind of build on the complexity. The Dishonored family is a very by-the-numbers way of doing this, but the second Skyrim example actually relies on the player to do some of the mental work, and for that had more of an effect on me.
b) Personally, I've always been this way inclined. I remember playing some rubbish post-Doom shooter as a kid, and spending most of the time looking at the pixellated engravings on the walls and wondering what kind of culture produced them. And then gleefully plowing through the remnants of that culture with my minigun. You can choose to let that stuff sink in, or just ignore it, in a way that's not really an option in, say, film.