I've just seen the recent Mass Effect footage people have been raving about, and while it admittedly looks stunning, I couldn't help but think how the technology would be put to use (particularly in terms of character interaction) if it didn't involve saving the world/universe from a disaster/apocalypse.
Now, I am more or less using Mass Effect as an example of a problem that's systemic of 90% of all single-player narrative-based games.
Do you ever want to stop 'saving the world'? If so, how else would you like stories to be structured?
I'd like to see more games along the lines of Fahrenheit's first half using technology similar to Bioware's or Kojima Production's. Can the market support high production narratives which don't involve epic (and some might say tired and cliche) conflicts?
Now, I am more or less using Mass Effect as an example of a problem that's systemic of 90% of all single-player narrative-based games.
Do you ever want to stop 'saving the world'? If so, how else would you like stories to be structured?
I'd like to see more games along the lines of Fahrenheit's first half using technology similar to Bioware's or Kojima Production's. Can the market support high production narratives which don't involve epic (and some might say tired and cliche) conflicts?
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