Post by flamingkillamajig on Mar 26, 2012 2:14:20 GMT -5
Choice can be a good thing in life but in games and movies it's often a bad thing. You may ask why and now i'll tell you. You see in games with choices you generally are left with a sequel that tries to leave all the important choices as very vague. For some reason people you knew in the game barely seem to remember you as if you both got horrendously drunk one night at a cocaine induced strip club and you took a bunch of guns from a mexican drug cartel or it's like that horrible mistake you made and never want to remember like that tattoo on the bottom of your ball sack. Oh and it is vague to the extent where most events happening are instead blanket events that no matter what you chose in the first game the events in the 2nd game are all the same no matter what choices you chose. You can save the world or destroy it and usually they'll never mention that world again ever in fact. I can understand making multiple game starts for sequels would be very time consuming and hard but that also takes away from the experience. The same goes for characters you can kill and other such things.
The other big thing i don't like about it is usually the story suffers for all these choices you get to make. In a story where all the important decisions you choose instead of having one great awe-inspiring ending you get multiple ending which may or may not be less spectacular and are overall not as good as just one set ending. A set ending is more impactful in my opinion because what happens is stated and carries over to the next game if there even needs to be one.
Speaking of open ended games though sandbox games can be fun because you can do anything generally without the campaign you can only do the same stuff around a city, world, etc. before you just get bored of it all. The sad thing in prototype is once you beat the game all that's left to do is complete challenges and most of them are generally the same pieces of crap that you get tired of after a while.
Finally in an open ending or in a movie like inception where an ending is left open to the audience i tend to hate it. I hate this 'what if' garbage. In my mind that's lazy writing. Instead of commiting to an ending that's spectacular or thought provoking and very much known you go for an ending that uses an open ending as a means of being complicated when really it's just lazy writing and a lack of thought and/or balls to commit to an ending. In my opinion though risking to upset some people an ending which is mostly known and final it tends to take more courage to make, more thought and more balls than any ending that leaves the ending open to interpretation. Sure people can interpret motives of characters and all sorts of similar things because not everything is explained and some things might have more emphasis than they should or are interpreted the wrong way (supposedly) but an open ending is lazy writing in my opinion.
The other big thing i don't like about it is usually the story suffers for all these choices you get to make. In a story where all the important decisions you choose instead of having one great awe-inspiring ending you get multiple ending which may or may not be less spectacular and are overall not as good as just one set ending. A set ending is more impactful in my opinion because what happens is stated and carries over to the next game if there even needs to be one.
Speaking of open ended games though sandbox games can be fun because you can do anything generally without the campaign you can only do the same stuff around a city, world, etc. before you just get bored of it all. The sad thing in prototype is once you beat the game all that's left to do is complete challenges and most of them are generally the same pieces of crap that you get tired of after a while.
Finally in an open ending or in a movie like inception where an ending is left open to the audience i tend to hate it. I hate this 'what if' garbage. In my mind that's lazy writing. Instead of commiting to an ending that's spectacular or thought provoking and very much known you go for an ending that uses an open ending as a means of being complicated when really it's just lazy writing and a lack of thought and/or balls to commit to an ending. In my opinion though risking to upset some people an ending which is mostly known and final it tends to take more courage to make, more thought and more balls than any ending that leaves the ending open to interpretation. Sure people can interpret motives of characters and all sorts of similar things because not everything is explained and some things might have more emphasis than they should or are interpreted the wrong way (supposedly) but an open ending is lazy writing in my opinion.