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The problem with an interactive movie is the story is already set out and there is little room for you to manipulate this adventure. Wouldn't it be great if you are put more in control of the game.
How many of you would liked to of given Zelda a little slap when she asked for your help call her crazy go back to Kokiri forest and start up a little farm, when you get to the end of Nugget bridge in Pokemon and you are asked if you would like to join Team rocket how many of you wanted to say yes or in Perfect Dark wouldn't it be interesting if you would kill DR Carol and become an Agent for Datadyne rather than start the mission again.
But is a game where the player is put more in control of the way the game heads an actual possibility? Can developers do something like this?
Well the answer is yes as Nintendo are already working on it in the form of a game called Animal Forest. The idea is that you control a character who has no set adventure and that the life you lead with this person completley depends on the choices you make. The choices you make changes the world which you live in and your world will be completley unique to you and no one will have the same world as you. You can download your character on to a memory card and get him to explore other peoples worlds.
This is a story, an adventure which you create for yourself and gets rid of these linear adventures. Nintendo has declared that one day all games will be done like this.
But are they right are these types of games the future of gaming?
What do you think?
Here's to the future
Dringo
have to go and wash my dads motorbike now, be back later on!!
Also i claimed mine for this and i asked for Battle for naboo on the 64 but it still sez please claim...
Why
Dringo
Some games are renowned for this kind of thing. Many people playing Metal Gear Solid for the first time completely gave up after Beryl got shot, because they could not work out that 'all they had to do' was back track to near the beginning of the game to collect the PSG-1 Sniper rifle and then come back to the area where Beryl was shot to continue the game.
Resident Evil games make you back track all the time, but any casual gamer playing this genre would run out of bullets in the first couple of areas and then wonder what to do next. (What key? What green plant? What bullets?).
These are two good examples of linear games with no real subquests, but they are hard enough, especially the latter of the genre where the subquests you get mainly depend on which order you visit certain locations, and the game gives you no real clues in the gameplay as to which order you should be doing this, it's mainly hit and miss.
Solution: Have a 'help screen on' function in the options menu, a kind of 'hint mode', that points you in the right direction from time to time if you stray from the basic quest. Then, if you do get lost on your travels and are feeling so despondent that you want to trade it in for another game without buying a walkthough, you can simply select 'Help' from the options screen to get you back on track. Then you can at least complete the game, learn from your mistakes, then start it again another time and investigate those subquests more fully at a later date.