Manji187 said:
Well, take Mass Effect 2 for instance... for whatever interactivity through dialogues and "interrupt commands" you get...it is still a very rigid, linear story with a solid beginning and end point. You can be holy..or you can be a dick...but in the grand scheme of the narrative your choices mean nothing. The story is set (like in a book)...you only get to choose your dialogue...the consequences of which don't really matter. So you can decide whether Sidonis lives or dies...or whether Vido escapes or not...so what....you will still save the galaxy from the Collectors in the way Bioware wants you to.
True interactivity would have been a story you actually shape... your ACTIONS...not just words...write the story. Yahtzee had a great example of this (actually a game he planned on making but didn't): suppose you are a person in a hospital...if you choose to sit down and wait...you assume the rol of a visitor (so apparently someone you know is hospitalized)...that will become the story. If, on the other hand, you move around as if you're lost and searching for something or someone...that will become another role and thus another story.
Or what if you could choose the role another character would play. Suppose you travel in a bus...and some guy of your age is sitting beside you.. this guy is either...your brother...your best friend...an acquaintance...or a complete stranger....and you get to decide that....also you decide why you're on the bus with this person in the first place.
Mass Effect 2, definitely not a bad game, got nothing on that. Bioware can learn a thing or two on interactivity.
Fair point, but I suppose my counter-argument to that would be that at least when given a bit more freedom to choose how your character interacts with the world around him/her, you can exercise a degree of control over
how they save the world. Yeah, Shep is going to save us from the Collectors pretty much no matter what. Yes, it can get a little hard to believe when Commandr Shepard, Galactic Dickhead, suddenly becomes Commander Shepard, Savior of All (I would hold up the karma system of the Fallout games as another example...if you're going around being evil incarnate, why the hell are you suddenly saving the post-apocalyptic world from The Big Baddies? Hell, I would've loved to throw my lot in with the Enclave). But at least you're given the illusion of choice, and more importantly the freedom to create your own possible motivations for a character inevitably following the one main plotline to conclusion. An RPG wherein characters have all their personality traits and motivations laid out before you, with no opportunity for even tacking on your own attempt to explain the actions of the character who you are supposed to be identifying with (hence
rolelay, y'know?), doesn't seem quite right to me.
'Pologies for the double post, felt I needed to address that comment. (i.e. Someone else say something! Save me from talking to myself...and bumping my own thread...because that's bad...yeah.)