On Apr 19, 2012, at 3:40 PM, Matt Soucy wrote:

> On 04/19/2012 06:31 PM, Sean Kelly wrote:
>> On Apr 19, 2012, at 3:20 PM, Nick Sabalausky wrote:
>> 
>>> "H. S. Teoh"<[email protected]>  wrote in message
>>> news:[email protected]...
>>> 
>>>> But IMAO, indie gaming is where it's at these days. True creativity has
>>>> left commercial games since id's DOOM days.
>>>> 
>>> 
>>> Yea, pretty much. With a few exceptions (Splinter Cell 1 though...3 or 4,
>>> and some Japanese stuff), I see the mainstream industry as mostly a
>>> "Pixar-wannabe high-def-animation factory" these days. They don't care about
>>> gameplay anymore, just storytelling, animation and emulating Hollywood.
>> 
>> I've switched from calling those games to calling them interactive cinematic 
>> experiences.  Some are actually enjoyable from a story perspective, but 
>> overall I think they're an evolutionary dead end for the game industry.
> My personal favorite is the new Jurassic Park game, where most of the content 
> is a quicktime event. Honestly? I love a good story, and I like my games to 
> have a plot that keeps me interested in it, but it also has to have GAMEPLAY 
> that keeps me interested.
> I agree, I don't see that type of game going much further.

I think it's going to take some time for studios to realize both that gamers 
don't want movies, and more importantly that the techniques for telling an 
effective story within a game are different from those within a movie because 
games provide choice to the player.

Alan Wake, for example, uses classic cinematic techniques for scaring the 
player, and to make sure they're experienced, railroads the player through the 
predetermined route, even if the rational choice would be to do something else. 
 In movies this technique is effective because seeing the protagonist do 
something stupid creates a sense of tension as the viewer anticipates the Bad 
Thing that is sure to happen.  In a game, the player just has the choice that 
should be provided to them taken away, creating a sense of frustration at not 
being able to do something sensible.  What follows is a tedious plod towards 
the inevitable Scary Moment, which still relies on the player walking along the 
correct path so the event is triggered from the intended position.

All of this is aside from the fact that the game industry seems to be making 
all the same mistakes the movie industry made in the 80s and 90s.

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