boholikeu said:
This is a common misconception, actually. Player controlled games are capable of equally deep stories, the only difference is that the depth of the story is dependent on the player. You actually have to uncover the depth yourself rather than just have it handed to you in a cut-scene.
Not really, because of a simple matter of resources, and game development is a big time matter of resources. If a game developer needs to develop only a single A to B storyline, he can concentrate all his creative resources on that.
If a developer needs to develop a complex, branching storyline, resources have to be split between all of the branches, thus the single story Beginning to ending will be less detailed, simply because less resources have been spent on it.
The first method gives better results to what I'd argue is the majority of gamers, that normally play games once, from beginning to end. The second method gives better results to all those that prefer to play a game multiple times, because it gives different results each time (provided that the player is willing to change his choice, for instance, while I enjoyrd Mass Effect 2 throughly, I didn't change my choices on second playthrough, because I don't enjoy playing chaotic stup.... ahem, Renegade).
To each their own, and both kind of games have their place to different kind of gamers. It's a tradeoff.
Fair enough, though in my experience when people start getting excessively descriptive about the "hate" from the other person, they've taken it a little too personally.
Granted, Yahtzee is pretty descriptive in his reviews, but he's a comedian that built his reputation on shock. What's your excuse?
oh but I don't "hate" yathzee. I just gave up on his ability and/or will to pull out a professonal review from his hat.
If i had to be hatin all the bad gaming journalists out there, my life would be a trainwreck of negativity.
Again, you are talking like those two things have to be separate, which they don't. It's perfectly possible to tell a story almost primarily through gameplay.
Possible yes. With the same results? No. It's a tradeoff. With some games is good, with some others is less good. Some gamers prefer one, some others prefer the other.
This is where you don't understand me. I'm not saying it's worse. I'm just saying it's not good game design.
DUH. I'm sorry, but you should reread what you just wrote, mate.
"I'm not saying it's
worse. I'm just saying it's
not good game design".
Does not compute.
Good game design would find a way to make it interactive. Just because I say it's not good game design doesn't mean I think it's the "worse option". If I thought that then I would think movies/books/etc are all bad because they never use good game design.
It's not "good" game design. It's just one game design philosophy. It's like saying that stoicism was objectively better than epicureanism.
You may like being stoic, and that's your personal opinion, but it doesn't make Epicurean people bad.
In other words, you like games that are more movies than games
Strawman. Most of the time, even in cutscene-heavy games is spent with interactive gameplay. If you take Final Fantasy XIII for instance, less than 10% of the whole time is spent with cutscenes (much less for me, since I explored the whole open area, did all the mession, got all the ultimate weapons and such, and in about 140 hours I probably spent about 3-4 hours with cutscenes). Do your math

So much for "games that are more movies than games".
And there are VERY few examples of games that have much more than 10% of the time spent during cutscenes. It's obvious that most games out there, no matter how cutscene-heavy they are, are much more games than movies.
Hm, maybe I'd give you AC2 and U2, but Blizzard has never been big on long cut-scenes, and the Red Alert games I played weren't either.
And while Uncharted did have quite a few cut-scenes, it also had quite a few "cinematic" gameplay sequences, so the jump between the two was not so jarring. I'd still probably level many of the complaints I have about FF at it, though.
Long or short (most cutscenes in FFXIII are quite short, mind you), they still tell their stories primarily through cutscenes, or only through cutscenes.