Warbie
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- Sep 13, 2003
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It's going to take more than improving story telling, narrative, and set pieces in a fps to really drag the genre forward. Stern mentions that the strings are invisible in HL2, which they are in some cases, yet I found things came crashing down when the fighting started. I know we disagree here, Samon, and I don't want to start another debate, but it's something that needs mentioning.
It's not just about being challenging and difficult (something I rabbit on about far too much), but rather convincing and empowering. The best narrative fades away when it becomes so obvious you're playing a video game - which is what happens for me everytime I pull a trigger in fps these days.
One recent and notable exception happened while I was playing Condemned, which, despite missing the bar in quite a few areas, does a few things well. Guns of any kind are extremely scarce and you're limited to the shots in a clip - you feel the top dog when you've got a gun and a whole lot weaker when you haven't. When you shoot someone there's a definate reaction, usually a horrible judder followed by their death. I was playing late one night, creeping through a deserted subway station, when a guy rushed by and darted through a door into a nearby office. As he passed the window I fired off a shot which went through the glass and into his head - his body crashed into the wall and everything went quiet. It all happened pretty quick, but the affect was as powerful as anything i'd experienced in a video game - it was shockingly empowering.
This is what fps need to improve upon. Not to fulfill a sick fantasy to do harm, but rather to give weight to your actions. If it doesn't feel like you're shooting something then how can a developer expect you to take anything seriously? Now if you can make someone feel guilty for shooting something in a video game, then you're onto a winner. Enough of running about with 10+ guns and a 1000 rounds of ammo stuffed in your pockets, guns should be precious and ammo something to conserve. Shoot someone in the leg and they should fall over, holding it in pain. Maybe even plead for mercy if you walk towards them with your gun held out. If you can involve the player to a greater degree by making the experience that much more convincing and by forcing them to make moral decisions, then the level of immersion will increase tenfold. Now the narrative has a chance.
As things stand, shooting a combine in HL2 has no more affect on me than than jumping on a koopa in Mario - they're just video game baddies, kill one and move onto the next. So much of the hard work Valve have obviously put it is undone with something that feels so fake.
It's not just about being challenging and difficult (something I rabbit on about far too much), but rather convincing and empowering. The best narrative fades away when it becomes so obvious you're playing a video game - which is what happens for me everytime I pull a trigger in fps these days.
One recent and notable exception happened while I was playing Condemned, which, despite missing the bar in quite a few areas, does a few things well. Guns of any kind are extremely scarce and you're limited to the shots in a clip - you feel the top dog when you've got a gun and a whole lot weaker when you haven't. When you shoot someone there's a definate reaction, usually a horrible judder followed by their death. I was playing late one night, creeping through a deserted subway station, when a guy rushed by and darted through a door into a nearby office. As he passed the window I fired off a shot which went through the glass and into his head - his body crashed into the wall and everything went quiet. It all happened pretty quick, but the affect was as powerful as anything i'd experienced in a video game - it was shockingly empowering.
This is what fps need to improve upon. Not to fulfill a sick fantasy to do harm, but rather to give weight to your actions. If it doesn't feel like you're shooting something then how can a developer expect you to take anything seriously? Now if you can make someone feel guilty for shooting something in a video game, then you're onto a winner. Enough of running about with 10+ guns and a 1000 rounds of ammo stuffed in your pockets, guns should be precious and ammo something to conserve. Shoot someone in the leg and they should fall over, holding it in pain. Maybe even plead for mercy if you walk towards them with your gun held out. If you can involve the player to a greater degree by making the experience that much more convincing and by forcing them to make moral decisions, then the level of immersion will increase tenfold. Now the narrative has a chance.
As things stand, shooting a combine in HL2 has no more affect on me than than jumping on a koopa in Mario - they're just video game baddies, kill one and move onto the next. So much of the hard work Valve have obviously put it is undone with something that feels so fake.