Interactivity

Fearzone

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Dec 3, 2008
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Andrew Ryans monologue was the political philosophy equivalent of a mushroom cloud--beautiful, terrible, and horrifying at once.

I must have spent a couple minutes admiring the rendering of burning airplane fuel on water. The splicer beating on the bathysphere couldn't have been creepier. Either of these would have been lessened if they were simply part of a movie. I can't think of a better opening sequence either.
 
Dec 16, 2009
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My days Yahtzee, with tomorrows zero punctuation that'll be 3 articles in 1 week
are you saving up for a new ivory back scratcher?
 

lucky_sharm

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Aug 27, 2009
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Yahtzee said:
With game development, I start with an opening level as a sort of proof of concept for the core gameplay mechanics, which also doubles nicely as a tutorial for the player. In the case of FSG:TG, we open with our scavenger hero (still unnamed) searching the wreckage of a large ship for collectible salvage. Then a big hostile ship arrives and the player must hide amongst space rocks and debris.
Hmm, I'm a bit iffy about that opening level. It sounds like those stealth based missions in games that aren't about stealth.
 

dongle5000

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Mar 9, 2010
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ThrobbingEgo said:
Congratulations, Yahtzee, you've invented Halo.
sounds more like uncharted with a jetpack within the plot of halo 1. the only thing missing is the protagonist being an angry bald motherf@cker with a gigantic weapon like all those great god of war clones. he could even throw in some dr jekyl/mr hyde mechanic that transforms you into that mofo which is inspired by bioshock's plasmids. mushrooms and turtle stomping as well.
 

Quesa

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Jul 8, 2009
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I played BioShock for maaaybe fifteen minutes, and I'd have to agree that it's the best opening ever.
 

The Random One

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May 29, 2008
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Bioshock 2 is proof that the great question about interactivity and where the character/player line lies in videogames that Bioshock asks was there by accident and flew so high over their heads that an air force marshall was knocking on their door the next day. It's sad when someone stumbles into brilliance and pushes it aside without even realizing what it is.

I can't believe you want to change Fun Space Game: The Game's name. The game has, by my count, three things in it, and you want to cut the most awesome one? And the hero's name should be something that sounds like 'the hero of this game', like Hiro Protagonist of Snow Crash.
 

theklng

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May 1, 2008
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why is it every person commenting here always seems so superficial in thought? everyone seems to be discussing the very details of the article, when the method described in it is much more important.

whenever i design environments, i have a similar method in mind, because gameplay and story go hand in hand. every piece of environment holds its share of the atmosphere in a game; and the atmosphere is the continuous backstory that we're given in almost any game.

Fearzone said:
Andrew Ryans monologue was the political philosophy equivalent of a mushroom cloud
the monologue is taken directly from ayn rand, founder of objectivism philosophy.
 

RJ Dalton

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Aug 13, 2009
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And now Yahtzee has officially said what I've been saying for the past year and a half about the big advantage games have over other media forms in terms of artistry: interactivity.
YAY! I'm not alone anymore!!!
 

Kelbear

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Aug 31, 2007
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For some reason, while the Bioshock setting is very well realized in the narrative and atmosphere, I don?t feel at all immersed in it.

Perhaps modern game budgets have spoiled me, but when the game purports to take place in a populated city I am all too aware of the fact that an entire neighborhood is boiled down to about 12 rooms. The architecture is beautiful, but the layout is nonsensical. After fully exploring those 12 small rooms, you retrace your steps to find 2 more splicers wandering around?but where did they come from? There aren?t any passages they could have come through since I have already explored those passages and killed everything there too. It's not like the splicers just slipped past me in the chaos, because the whole area is already dead and devoid of activity, in some cases, even monitored by my turrets and cameras!

The scale of the maps is good in that it provides a very immediate sense of your surroundings. They?re unique and highly detailed because they?re so compact, but it?s also too tight to represent a city. How can residential neighborhoods only have 3 houses in the entire neighborhood? The spaces between buildings are fine for post-disaster traffic, but they?re basically sidewalks on a contemporary scale, no way they?d support the hustle and bustle of Rapture at its peak.

The level to which Rapture?s inhabitants have degenerated is great from an artistic point of view since it emphasizes their fall from grace. But there?s a splicer every 100 feet, and they?re violent and heavily armed. How have they not all killed each other off? How do they feed themselves underwater when there?s no sane people left producing food? The number of sane and potentially productive people left in the city can be counted on two hands, it?s just not enough to keep a city going in that condition. Perhaps a more subtle insanity would have been appropriate? Making them relatively normal men and women would make their violence more sinister since it would then be relatable.

Overall it feels like I?m moving through an abstraction of a setting, not a real place. The abstraction is compelling and interesting, but it never draws me in. It?s like a comic book, the action grips your attention at first, but eventually you wonder how Spiderman is swinging above skyscrapers?what the hell is that web attached to? The setting is like a cardboard cut-out made only to give the impression of a city, rather than the appearance of one. Once you poke that backdrop even a little, it falls apart.

I will say that the audiologs are still terrific, and are really the only things that give me any impression of there having been a society in Rapture at all. Also, I didn?t have this same apprehension with Systemshock?s setting. Again, perhaps it?s because I?ve just been spoiled by modern gaming budgets.

I hate to say it, but I think the main thing I'm missing from Rapture are the generic "closed-doors" that are so common to other games. Developers usually toss in these locked doors because they don't have the time and resources to create a room behind them, but they place the doors there to give the player the impression that there /might/ be a room behind them, and an excuse for the mind to imagine that there is one. Rapture just doesn't have enough of these closed doors to even pretend that there's more to the city that I'm not seeing. The only nods towards a larger city are the brief glimpses of the city's "skyline" in underwater sequences. By excising these closed doors, they do present a much more focused experience by eliminating unnecessary set dressing, I suppose it was a design decision on their part.

(and just to be clear, I'm talking about both Bioshock 1 & 2)
 

demouse

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Nov 23, 2009
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personally i think that Half Life 2 had a much better opening than bioshock 1

i consider the HL2 opening being up to where u meet alex, it has you wandering around the dystopian city and gives you a real impression of how the world you have just been dumped into works
 

SFR

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Mar 26, 2009
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While I still liked Bioshock 1's intro more, I still really liked Bioshock 2's. It got my heart pumpin', which is more than what I can say for most games.
 

Virtual_Dom

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Jul 3, 2009
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so, so, so many good points about interactivity. Yahtzee is an educated gamer, the kind I hope to be. Half Life 2 and Bioshock are a tie for me for best intro sequence.

Did he really drop out of High School?
 

vortexgods

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Apr 24, 2008
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By the way, with regards to Yahtzee's idea for Bioshock 2's intro, it reminds me of a similar scene in Vampire: The Masquerade: Bloodlines. There's a scene where Prince LaCroix wants to send you on a dangerous mission, and he Dominates (Vampire Magic) you. Now normally when your are talking to characters you get a few dialogue choices, three, four or more. When he Dominates you, you get the same dialogue choice three times something like "I want to go on the mission."

Vampire: The Masquerade: Bloodlines.... I love that game.
 

Dracosage

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Feb 23, 2010
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I still haven't played Bioshock because I found the intro sequence on the demo painfully boring :/
 

Redlin5_v1legacy

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Aug 5, 2009
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Wheel. Ingenious! No need to have crazy acronyms like other space-based games. Immersion is a good word so don't be afraid to wear it out. Looking forward to tomorrows ZP.
 

Novur

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Nov 3, 2009
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Isn't this basically how every "bedroom programmer" designs their games? That's how I do mine, but I'm always too embarrassed at the horrible voice acting, or the dodgy pixel art to post them anywhere.
 

BuffaloPhil

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Mar 10, 2010
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Yahtzee- I love the plot twists of "7 Days"...
Did you go about writing it in this fashion (screen by screen) or did you write out the entire plot beforehand?