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About
Currently in liminal time. That's a clever sounding way to say I'm not sure what I'm doing with my life, so I find myself reading lots, working at a funeral home, laughing at my dog (for a variety of reasons), enjoying alliterations, and of course playing video games.

I also am finding that I occasionally like to write things. Trouble is I often find it difficult to actually come up with content I deem worthwhile. So, if anything does come up, I'll be sure to tell you.

Also, here's some of my favorite games I've played over the last little while.

Fallout 1 & 2
Half-Life Series
Metal Gear Solid Series
Bioware games
Bioshock
Halo: Combat Evolved
Zelda Series
Morrowind
Deus Ex
Sam & Max
Far Cry 2
Freedom Force

I know, pretty generic, but what can a person do.




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Doctor m3ds
11:45 PM on 11.27.2010



Sometimes video games try to create the illusion of danger: crumbling ledges, being held up by mercenaries, or an overwhelming assortment of opponents are all used to make the player think that death has just passed over them. Recently a video of Call of Duty: Black Ops has appeared showing that it's possible to beat the entire first level without firing. The video crushes much of the illusion in the game, and even though later levels require more action on the players part, it still makes the player feel detached from the situation. The video made me think quite a lot about scripting in games, and the deceit they try to impress upon the player, and I've pondered some ways that games in the past have hoped to avoid such scandalous revelations.

Well first off, lots of games just make everything a threat. This can be an extremely successful outlook and can result in thoroughly unique, exhilarating moments. There are myriads of tales of Minecraft where a person will be venturing in blocky bliss only to discover a creeper suddenly hiss upon their precious life. Moments like these can certainly capture the sense of peril that I felt missing in scripted games, but they either miss the choreographic moments that one finds in such games or they create aggravating situations where the player has to react in a very specific way. So what's the answer? There are two things that I've come across that seem to help maintain the delicate balance of risk and awesome.



Real danger is simply put to a minimum. One example of this working can be found in Splinter Cell: Chaos Theory. In the the fifth level there is a moment where Sam Fisher is sent to extract some data from a heavily guarded server. You slide down a rope into the server room. Darkness surrounds Sam, save the flickering computer screen. You achieve your objective, but the game's scripting forces the room to light up and have a guard enter. The guard can kill you, but one would have to be fairly incompetent to find themselves dead in the situation. A quick witted person may climb back up the rope before being noticed, or they may simply force a bullet into the guards head. The imminent danger forces the player to act out of instinct, creating tension rarely seen. Providing that real risk is an important part in creating a believable cinematic experience, but it can be enough to overwhelm the player.

Maintaining player involvement is also a key factor. Call of Duty: Black Ops seems to expect the player to perform a genocidal level of killing throughout each level. If a player begins to hesitate in Black Ops, one may suddenly find that the game is progressing without them. Kept to a minimum, the game can feel to enforce the idea of being a part of something bigger like a squad or army; multiple times will quickly reveal just how innocuous the player is. Metal Gear Solid 4 also contains a moment where player agency is minimal, but instead enforces the feeling that the world lays in the player's hands. (SPOILERS) The player is tasked to keep Snake alive by mashing the X button. This is a moment that's heavily scripted and doesn't require the effort that many invest into it. However the illusion is maintained as the game expects the player to fall short at some point. Unless you've somehow acquired a turbo for the PS3, your thumb will likely get tired at some point and you'll ease up on mashing that button. The game then scripts certain moments where Snake begins to fall, these moments can seem like the players as fault as they've let off a bit. It increases the player to invest more and try even harder, thus avoiding the possibility that they'll realize that their effort isn't all that necessary, at least not to that extent. By linking likely player reactions, Metal Gear is able to implement believable scripted danger.

After seeing the reaction to the infamous Black Ops video, we will hopefully see developers better position players within their worlds. Implementing these two ideas would go quite a ways for me, but I'm excited to see anyways that studios look to keep players involved. May we avoid, games that play themselves.
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Legacy Comments (will be imported soon)


Left4Dead's the game that I could think of that, might also very well nailed this. It's my favorite example of the idea that games doesn't actually need tight cinematic script to create an awesome experience, just a tight programming script.

Game developers must learn to start looking through that area, actually having the goal of making the experience almost infinitely replayable.
Must is a bit strong, but I think there's alot of value in unscripted drama. The personal stories that come from unscripted happenings are amazing, and pretty unique to the medium. X-Com is a great example of this, as well as the Halo games.

Both the Halo series and X-com excell in marrying narrative structure with Ai strategy and situationally created scenarios. The progress of both is set. Doing X will unlock Y, ultimately leading to Z. However, mission outcomes are based around a strategically savvy set of AI rules that realize where a player is and adjusts their attack plan accordingly, resulting in just great moments.
@Tubatic
"Must is a bit strong, but I think there's alot of value in unscripted drama."

ah, you're right. That message did came off as "mandatory", I guess it's okay if we can still have some CoD-ish games every once in a while. But that's my point, one of the reason why uncsripted experiences, in my opinion, are better is that, while one of it is that, the player will never have a situation or sequence of situations that's just like the others, also, the gameplay felt more special because in part of the fact that the moment made is yours. The notion that, of all the randomness of the system, it manages to piece itself to answer your question, as a player;"can I actually influence the game world with MY actions?"

...okay, i think i then got "too deep" on that one. Well, we got the upcoming Deus Ex:Human Revolution so i guess we'll gonna be fine. :)
Haha, no it's good wisearse. I do think there is a place for both. It's just the heavily scripted stuff is what sells really well at the moment, and if it's going to be the primary thing out there, I'd like to see it done better.

Really emergent stuff can sometimes be a difficult sell as it seems to require a bit more investment. Something like Minecraft or Mount and Blade seem to require at least a few hours before really cool stuff starts happening, where as something like Uncharted tries to have exhilarating experiences every few minutes.

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