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Scratchmonkey .
Joined: 02 Mar 2005 Posts: 1439
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Posted: Mon Dec 04, 2006 1:30 pm Post subject: |
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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 .
Joined: 10 Oct 2005 Posts: 2613
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Posted: Mon Dec 04, 2006 1:32 pm Post subject: |
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Open environments don't necessarily mean open gameplay, though. _________________ "This is the most fun I've ever had without being drenched in the blood of my enemies!" |
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Shapermc Hot Sake!
Joined: 14 Oct 2004 Posts: 6279
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Posted: Mon Dec 04, 2006 1:50 pm Post subject: |
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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. _________________ “The average man has a secret desire to be a swaggering, drunken, fighting, raping swashbuckler.”
-Robert E. Howard in a letter to a friend circa Decmber 1932
"There is no place in this enterprise for a rogue physicist!" |
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antitype .
Joined: 11 Jan 2006 Posts: 292
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Posted: Fri Dec 08, 2006 1:51 pm Post subject: |
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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. _________________ antitype.livejournal.com | last.fm |
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