[QUOTE=montheponies;382045]i agree that an overall setting will have an affect - but on multiplayer any kind of story is going to get old very quickly as you repeatedly play the same map. in brink the overall setting is cool, but the repeated cutscenes before and during the map are nothing short of a pain in the arse. basically after i’ve played a map for a few times i no longer care about the ‘story’, my only interest is in how best to complete the objectives, win and have fun.
i don’t honestly believe that the majority of gamers ‘bond’ to games because of developing storylines and ‘caring’ about the background to a gun or turret or character…so in essence for multiplayer a broad shallow setting is more than enough. or do you truly believe that you’re transmitting the docs on beach, 10yrs later?[/QUOTE]
I agree with you on the point of multiplayer, which is why i was talking about using repeatable events instead of specific events for a multiplayer map. Instead of a long convo you get to hear over and over again and a meaningful event watered down by seeing it a hundred times, the map could have kind of a cutscene that just showcases quickly the players looking disgruntled or workin on stuff…or maybe zoom around the map, give you a feel for the routes and area…anything like that which just is kind of relevent to the map/gameplay.
Id actually love if they showed all the guys on your team one by one(or two by two) and list their names/class/rank next to it in a cutscene, kind of like an procedural movie intro, so i could attach names to faces…just fantasizing here.
but as a reply to your suspicions on how much gamers care, gamers totally care about that ****. Thats why lucas arts gets to rip off of other games and add STAR WARS to the title. this is not an unknown thing brah
Have you played republic commando? Play it and try to tell yourself its not halo. You will rip your brain apart.
and i dont mean ‘caring’ about weapons or turrets like its a neopet or something like that. I mean glorifying and relishing the action because it means something in a wider context. I mean making neural connections to the implications and gravity of certain weapons and abilities because of the interpreted value the player sees for the weapon in the cutscene. Like if people are afraid of it, like if everyone thinks its mad cool, like if its hard to find, or if its dangerous to use, if it was invented by someone interesting, etc. This adds to gameplay because it makes rules the devs recently invented more memorable to a wider audience and takes a specific thing that requires effort to remember( not a lot, but in good game you have to remember lots of little things) and turns it into a piece of bubblegum logic, which means it sticks easier because its almost a part of pop culture(in this case its sub culture unless the game gets crazy popular) Players dont come back because they ‘care’ about the powers and dynamics of the world. They come back because its cool and stimulating to see and do these things, and a way to make things more cool and stimulating then they appear at face value is to give them a common history that is easily accessable to the community and everyone can agree is true…which a cutscene does. It doesnt even have to be ingame, it could be TF2 style.
either way, you cant say these cinematics dont pump people for a game or interest people who’ve never seen it because people will and do openly attest to that for several games that do it successfully, like TF2, like lucas arts games(which got a pretty big head start) , trailers arent free…they’re advertising and games with better gameplay tend to reflect the gameplay more in their trailer to showcase that. I could again cite TF2 but just look at dragon age. The sacred ashes trailer for their first game even explains the gameplay for the second one perfectly. A team of four, with the warriors defending and engaging the larger swarm of enemies, the rogues taking out special trouble characters quickly, the mages wreaking havoc and ripping up the bosses… http://www.youtube.com/watch?v=-iFrHRaH0Os
there ya go. This is also a great example of what character can do. I mean, morrigan just looks like such a huge BITCH in this video with that constant douchey smirk on her face. It made all of her moves feel and look less like crowd control and more like trolling and made me replay the game as a mage. It took the role i just kind of viewed as the dorkier class that didnt get to do any direct ass kicking, and redefined it with a douchier, twisted mad scientist feel. I thought that was pretty cool.