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SOTC - is dull ....
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Scratchmonkey
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PostPosted: Mon Dec 04, 2006 1:30 pm    Post subject: Reply with quote

Shapermc wrote:
I never said either was more or less correct. I was just pointing out that the straighter the line the more similar the experience no matter what the play style as opposed to a more open enviroment.


Which ties in to what I thought was the greatest achievement of Half-Life 2, that being that it was a very linear game that never felt linear; that is, it forced a certain play style on the player without feeling oppressive, which I put down to excellent level design and pacing.
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Dracko
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PostPosted: Mon Dec 04, 2006 1:32 pm    Post subject: Reply with quote

Open environments don't necessarily mean open gameplay, though.
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Shapermc
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Joined: 14 Oct 2004
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PostPosted: Mon Dec 04, 2006 1:50 pm    Post subject: Reply with quote

Scratchmonkey wrote:
Which ties in to what I thought was the greatest achievement of Half-Life 2, that being that it was a very linear game that never felt linear; that is, it forced a certain play style on the player without feeling oppressive, which I put down to excellent level design and pacing.

No argument here.
Dracko wrote:
Open environments don't necessarily mean open gameplay, though.

True! I wonder which would lead to a more unique experience: very rigid gameplay with extremely open environments larger than real life, or an extremely linear game with more gameplay mechanics than are documentable.
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antitype
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PostPosted: Fri Dec 08, 2006 1:51 pm    Post subject: Reply with quote

I haven't really been keeping up with this thread (so excuse me if I seem at all off-topic), but I would like to say that while Shadow of the Colossus and Half-Life (and I would presume Half-Life 2) are quite different, they both communicate one thing very well: a sense of distance traveled. There are other videogames that do this well, too: Dragon Quest VIII, for example. I've never finished Dragon Quest VIII, and I may never, but it doesn't really matter. It's the journey that I'm there for, you know? I guess this line of thought lends itself to the mentality of playing SotC not just to run straight to the next Colossus (and explains why I don't mind if a game is not immediately compulsive (and in fact probably prefer that it is generally not, but actually allows/encourages me to take my time with experiencing it, playing in its world)) — at the end of the journey I shouldn't feel like I've just completed an intense boss rush, but rather that I've crossed immense expanses of space/time, full of wonder and beauty, with moments of action punctuating the serenity.

This is how I feel about it, anyway.

I do enjoy games that are immediately compulsive, too, though I approach them with a different (read: more "gamist") mentality. Scurge: Hive is a good example.
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