by Tuffty » Sat Jan 12, 2013 11:10 am
^ A great article. The smaller, more personal consequences were a lot more important to me than writing my own ending. It probably wouldn't have worked as well if the writing and characters weren't so strong, but as it happens both were generally brilliant. My nerves were shredded making some of those decisions.
On a different subject, I kind of want to go off a little on something that has kind of irritated me a little. It's when narrative goes against gameplay, specifically in cases of origin stories and when gameplay goes against what the narrative has setup. I realised this when playing Assassin's Creed 3, when Connor goes out to find the Assassin mentor so he can be trained in the art of assassination. To me it implies that Connor is there to learn and in time he will be skilled in combat and all that jazz. Except, when you're actually playing the game, the story dictates that you have to fight these guards before the mentor will accept you, and Connor doesn't need any training at all. You are just as experienced if you know the combat mechanics that you can dispatch the guards with all the ease of a master assassin anyway.
It's even worse in AC2. At least there is some justification in that Connor at that age is also an experienced huntsman, with the stamina and physique of someone living in the wilderness. In the beginnning of AC2, Ezio is a playboy who never fought in his life. Now before he even dons the robes you're saying that he can kill guards in sword combat? Same with Jason in Far Cry 3, a spoilt rich kid is now experienced in all kinds of handling firearms and killing guards with ease from the very beginning. This new Devil May Cry is meant to tell Dante's origin story, about the man before his demon skills have fully formed, but you know, still looks like an all powerful unstoppable demon killing machine to me.
See to me, I think there is more worth in playing as someone who isn't all powerful from the get go. In those scenarios I described with AC, I'd rather that the character just get beaten up or wounded, with no chance to defend yourself. Make that be a harsh lesson he learns and be part of his character development. Have the game then progress and so you learn how to block, to counter etc and take fulfillment in seeing your character start as someone who can barely swing a sword, into someone who can kill guards with alarming efficiency. Same with a FPS, I wouldn't mind it if, while playing as someone who the narrative dictates has never used a gun in their life, to make it so the aim wasn't perfect from the beginning. That the hands shake and then gradually get more steady as you progress.
I get the argument as well that you don't want to play as a weak character from the beginning and ultimately these contradictions don't detract much from my overall enjoyment of a game. It's just something that I rarely see developers do right when telling someone's origin story and in making a character's progression become somewhat believable.
Tuffty has received a thanks from: OL