ccggenius12 said:
BrotherRool said:
Ha, would Snake crawling through the microwave corridor been nearly as epic if I wasn't frantically mashing triangle? Snake needs me to exist.
Actually, yes, it would have been. That's a poor example, as it was coded to proceed as planned after a minimum number of presses. 100 presses a minute or 10, he'd still get down that hallway. It does speak for the writing that you felt compelled to mash the button like that though.
I do know that, but I think in a way it even makes my point
The thing is, the experience wouldn't have been as good. It's even designed to make you feel that you need to mash it more. Jaffe was saying video games were a bad way to express story, but here is story in a video game being expressed directly and manipulatively. They took something and thought, this is how we can use this mechanic to make the story better.
See also Heavy Rain.
I have to admit if I were looking for the best examples though it would be stuff like the flash game In The Company Of Myself and One Chance and that game where you play as an assassin but with a One Chance esque twist. Planetscape turns the story into the game. Max Payne 2 does some great things, as does Uncharted and some of the Final Fantasies (as much as I like XIII, this is an area of the games failing. They even had some of the right ideas, forcing a sense of isolation, retreat and hopelessness by the way the game staves of towns etc but they then combined it with a gameplay mechanic that doesn't give the feeling of journeying or hopelessness at all but I felt the MGS example was concise
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(Also despite the button pressing irrelevancy it's actually not that hard to fail the microwave corridor scene, if you go into it with low health (because for example you've been running down corridor after corridor full of robots) it can be pretty touch and go. My brother took quite a few attempts to get it down)