It really depends if the game even gives you a buddy or love interest to be attached to.So let me ask this. Looking back, what characters did you form emotional attachments to? For me, it's always been a game's love interest but never the POV main character. This makes sense to me, as the player is usually supposed to be filling the role of the main character. But I also think it limits how deep a game is allowed to be. If the character I've formed the deepest bond with is someone whose perspective I can't see, then deeper concepts aren't able to present themselves. An example of this might be Dragon Age: Origins. A lot of the dialogue that you have with your companions fringes on some deep concepts, yet instead of exploring them they've been boiled down to near-mindless cliches. I dunno, I just think games can do better.
no kiddingI can't stand playable cut scenes. If I'm watching a cut scene I want to just kick back, smoke a bowl, and watch a cut scene. I don't want to have to chase a kid super slomo through a forest or walk to the next room when there is absolutely nothing else to do.
Many games make unskippable cut-scenes skippable once you saw them once. That or put check points after cut-scenes. A more elegant approach was one found in one of the Prince of Persia (the Ubi reboots of the original, not Ubi's reboot of the reboot). Since time manipulation was a key element of both the story and the gameplay, the game allowed you to fast-forward through the cut-scenes.I know it pisses me off when I have to sit through an un-skippable cutscene if I happen to die in the boss fight directly following it. For that matter, replaying any content at all causes a large disconnect in the story for me. At the same time though, a lot of the enjoyment I get out of most games is the sense of accomplishment at overcoming something difficult, so you can't just make it so easy the player never dies. Does anyone have examples of games that have a creative approach to this problem?
Ok. heres the plan.What are opinions on repeating content, in terms of the storyline? I know it pisses me off when I have to sit through an un-skippable cutscene if I happen to die in the boss fight directly following it. For that matter, replaying any content at all causes a large disconnect in the story for me. At the same time though, a lot of the enjoyment I get out of most games is the sense of accomplishment at overcoming something difficult, so you can't just make it so easy the player never dies. Does anyone have examples of games that have a creative approach to this problem? And on that note, thanks to everyone giving me game recommendations. I have a lot of playtime ahead of me.