In this post about Call of Duty: Ghosts, I mentioned how it "must be frustrating to be a level designer meticulously [creating environments] only for it all to go unnoticed in the blur of a pair of ironsights." For Advanced Warfare, I shared in that frustration. Sledgehammer Games have painstakingly created a futuristic sci-fi world, but it's the kind of world I'd love to thoroughly explore in a game like Deus Ex: Human Revolution. It's difficult to take in the sights when there's constantly someone bellowing in your ear to keep moving.
I am always interested in charting a game's development path and looking at what could have been. Games are subject to a lot of iterations and sometimes go through an entire redesign (as was the case for Splinter Cell: Conviction). That's why I would like to talk about Interstellar (which is not a game, bear with me) and how I was disappointed with what was eventually realised from the original script penned by Jonathan Nolan. You can read it in its entirety here and I'll be comparing it to the finished product in this post. For the sake of convenience, Jonathan Nolan's first version will henceforth be referred to as the script and the movie will be referred to as (wait for it) the movie. Also, spoilers.
I like to think that games can be successful and meaningful in the story department when the experiences and motivations of the player character align with those of the player. In Spec Ops: The Line, the player’s experience of the game mirrors Martin Walker’s journey as he slowly comes to terms with the fact that everything he takes for granted is being called into question (as I've explained here). Far Cry 2 is a game in which the player character is prolonging a conflict so that the player can keep having fun (as Ed Smith points out here). In that regard, Alien: Isolation has a huge disadvantage and struggles to make the player feel Amanda Ripley's plight. That's not developer Creative Assembly's fault and they've managed an effective workaround.
Welcome to Playthroughline, the online home of writer/narrative designer Joannes Truyens (and sometimes other cool people). Together we made Neurocracy, a hypertext game that invites you to solve a murder in a near-future world by diving into the Wikipedia of that world.