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論壇

8/16/2013 11:20:08 AM
11
Narrative needs to be less blunt and more subtle. But is mimesis really the way to go? Is a story's closeness to realism (in terms of everything, I'm not talking about the basics of the story here) something to be encouraged? I suppose immersion is an important detail, so maybe, yes. My favourite gaming stories include: All the BioShocks All the Mysts (haven't completed Uru) Halos CE, 2, Reach and 4. All the Half-Lifes DE Human Revolution Portal 2 ACII RDRedemption
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  • You liked Halo Reach and 4, but not 3, ODST and Wars?

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  • 3's story was majorly ruined in two ways: The reveal trailer showed the Ark portal activating, about halfway into the game. Showing something that gargantuan, both literally and as a plot development, before the game is even out is a big shot in the foot, because it renders everything that happens beforehand completely redundant: I sure as hell didn't care what happened beforehand, I just wanted to get to it, and I don't know anyone who cared about the plot in Sierra 117 through to The Storm. Then it finally got interesting. The middle third was easily the best in the game. Then the Covenant happened. I mean, sure, one of the best cutscenes in the game, but when you're trying to make a very obvious gameplay climax with ZOMFG 2W0 SKARABZ, what does that say for the rest of it? Because for me, the tower fights and the 2 Prowlers and a Wraith outside the first were the highlight, and probably the Hornet/Banshee battle. Then Cortana and Halo. Need I explain myself for those? Maybe Halo's story was good, but when the gameplay is so underwhelming for a final level, it really diminishes my enjoyment. ODST lacked the grand, alien mystery of the previous games, which is probably my favourite artistic part of Halo. Wars was Wars, a sub-par RTS. Sure, great cutscenes, but the giant Flood retcon didn't exactly make it any more likeable.

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  • [quote]giant Flood retcon[/quote] What? The presence of the Flood was in no way a retcon since it's made clear that the Spirit of Fire never made it back to UNSC space and even then they wouldn't have had any idea about the true significance of the parasite, it appeared simply to have been a hostile native lifeform. The Flood wasn't even a major concern in the narrative the way they were in CE, when they talked about blowing up the Shield World it was to stop the Covenant from attaining the Forerunner dreadnaughts, not to stop the 'native alien parasite that isn't as big of a deal' from getting off the planet.

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  • [quote]I don't know anyone who cared about the plot in Sierra 117 through to The Storm[/quote] That's because there was no plot in Sierra 117 through to The Storm

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  • Sierra 117 was finding John, then Johnson. Crow's Nest was hearing Hood's plan, fending off Brutes, then escaping. Tsavo Highway was regrouping in Voi to strike the dig site.

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  • Yet you liked Reach, which actually broke the canon; and you like Halo 4 which is just a button fest.

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  • Whats wrong with Halo 3?

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  • Deus Ex was awesome. Glad it's on there.

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  • 由BC編輯: 8/16/2013 7:20:04 PM
    0
    But wouldn't you agree that a more human and believable character is always the good way to go. If you could choose a character that either acted like superman, or acted for example like Joel, I can guarantee that most people would choose Joel. A character that shows emotion and shows the effects events have on him/her always leaves an impressionable experience with players.

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  • I was talking about narration, not characterisation. Still, it's pure conjecture on my part. Many artists aim for more realistic work, and many audiences crave it. But [i]why?[/i] Is it so stories can be easier to understand and, if desired, their subtext and meaning applied to life?

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  • 0
    Most likely, you take a leap of faith to from stories that are relatable to some people, and very rarely to everyone, it's a gamble in short. Sure, making a story that isn't supposed to be relatable can be an interesting twist and can work, but you won't feel the same attachment.

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