This is my first entry in the MISSING category, and it encompasses any kind of try-before-you-buy store. Here are the most prominent categories:
- video games (more specifically the games themselves, not the systems
- headphones
- "consumer electronics" (e.g. mp3 player)
I understand that it's likely you can ask a sales associate to demonstrate some of these, but that's a lot of hassle for something you may not buy, and then you have to deal with the social pressure of having the salesperson right in front of you to refuse.
I'm the kind of shopper that wants to be left alone. If I have a pressing question, then I will seek out assistance. Therefore, I'm very interested in having the ability to try things like these before buying them.
Showing posts with label video game. Show all posts
Showing posts with label video game. Show all posts
2008-10-21
2007-10-12
IDEA: Making adventure games less linear
First, a caveat: I don't possess a lot of knowledge about video games with non-linear play, so there may be plenty of video games using this idea. However, I wanted to post it, in case it had not been conceived or used yet.
The issue in some adventure games is that the plot that revolves around the game action is often linear, i.e. the plot events never or rarely change when you play the game more than once. One prime example is the Metal Gear Solid series of video games. While minor events may be changed depending on circumstances, the major plot events never change, thus making the game pretty repetitive on replay. Not to spoil anything, but such plot points include: the revelation of a new type of weapon; the revelation of a secret identity; and so on.
The idea I came up with is somewhat similar to real-life situations: the major players have "cards" of information that they choose to play at the most damaging, profitable, or dramatic times. Said times can be analogous to a list of prerequisites that must be met before said card is played.
I suppose one could argue that games like the Metal Gear Solid games already follow this formula, but that's a fallacy. The player has no choice but to complete tasks given by the game in order to progress, and in fulfilling those tasks, you could say that prerequisites for playing these "cards" are fulfilled.
What would be interesting is if a game is constructed so that a player can explore just about everything in the game without triggering major plot events, or triggering the events in a different order, or any other combination.
A further extension of this idea would be to have different endings based on how many "cards" were played, in what order were they played, and what is the combined effect.
At this point, I wonder how complex the idea is getting in terms of implementation, but I'll set that aside for future discussion.
The issue in some adventure games is that the plot that revolves around the game action is often linear, i.e. the plot events never or rarely change when you play the game more than once. One prime example is the Metal Gear Solid series of video games. While minor events may be changed depending on circumstances, the major plot events never change, thus making the game pretty repetitive on replay. Not to spoil anything, but such plot points include: the revelation of a new type of weapon; the revelation of a secret identity; and so on.
The idea I came up with is somewhat similar to real-life situations: the major players have "cards" of information that they choose to play at the most damaging, profitable, or dramatic times. Said times can be analogous to a list of prerequisites that must be met before said card is played.
I suppose one could argue that games like the Metal Gear Solid games already follow this formula, but that's a fallacy. The player has no choice but to complete tasks given by the game in order to progress, and in fulfilling those tasks, you could say that prerequisites for playing these "cards" are fulfilled.
What would be interesting is if a game is constructed so that a player can explore just about everything in the game without triggering major plot events, or triggering the events in a different order, or any other combination.
A further extension of this idea would be to have different endings based on how many "cards" were played, in what order were they played, and what is the combined effect.
At this point, I wonder how complex the idea is getting in terms of implementation, but I'll set that aside for future discussion.
Labels:
idea,
linear,
metal gear solid,
non-linear,
video game
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