But that's the thing. As it stands right now in a video game, if you walk away from someone while they're spouting dialogue, nothing changes. A real person wouldn't keep blabbing on in a serious manner while the player-controlled character spins in circles and jumps around, or starts shooting stupidly into the air. As far as your example, if we're talking about real-life responses, shouldn't the player have an opportunity to interject and ask for clarification?HellsingerAngel said:I agree, wholeheatedly, with what has been said by the executive.
Maybe game creators need to just let the player experience the game on their own? Take the training wheels off, as it were. So what if we miss the narrative? It adds to the experience, no? Example:
Soldier A was missing from the group huddle at the last checkpoint because he had to go around another route. At the next checkpoint, the commanding officer is talking about the next part of the plan. So now the player is confused, much like the actual character would be!
Now, this does mean the player misses some narrative the firts time through, but what better excuse to play a good game one more time? It just depends on how the market would accept that, which probably wouldn't be very well.
It's a touchy subject, to say the least.
The problem with all this is that it breaks immersion. And trying to account for everything a player may or may not do while a potentially vital piece of game-play information is being revealed is next to impossible for a video game. These aren't table-top rpgs, there is no Dungeon Master or storyteller to account for and manage player deviance. If the player is in, say, New Zealand, and you as the designer need him to be in Iraq, then a cutscene is the quickest way to get them there and assure that the information needed to complete whatever task you would assign them is there as well.