A lot of the examples posted are just about breaking the fourth wall, not making use of gaming's unique features.
The last puzzle in Simon the Sorcerer 3D.
It requires the player to eject a CD in-game. The solution is to eject the CD from your computer.
Holy shit. How does this work?The last puzzle in Simon the Sorcerer 3D.
It requires the player to eject a CD in-game. The solution is to eject the CD from your computer.
I would argue that breaking the fourth wall is inherently one of gaming's unique features. Breaking the 4th wall in The Neverending Story doesn't actually change the story at all, because no matter what you do, the book doesn't change. In order to play a game to begin with, you need to break the 4th wall from your own side of it. You need to provide outside interference to the story of the game or it doesn't go anywhere.A lot of the examples posted are just about breaking the fourth wall, not making use of gaming's unique features.
[Yquog] planned to eat my party, but then I offered him my “dead things collection”: I was carrying a dead man, dead woman, and dead cat, all in a bag of holding.
Though some of these (especially some of the 4th wall breaking segments) aren't really stories taking advantage of this so much as gameplay. Unless killing the old sniper in MGS by dicking with your system clock changes the plot, but I'm gonna go ahead and assume you were gonna shoot him in the face anyways.
there is a nice little puzzle in legend of zelda: phantom hourglass, where you have to press a crest onto a sea chart
how do you do this?
since the chart is on the upper screen, and the crest is on the lower screen, you have to fold your console, thus 'pressing' the crest against the chart
Hahaha, that is awesome.there is a nice little puzzle in legend of zelda: phantom hourglass, where you have to press a crest onto a sea chart
how do you do this?
since the chart is on the upper screen, and the crest is on the lower screen, you have to fold your console, thus 'pressing' the crest against the chart
Some guy playing on a Emulator is going to rage quit when they get to this point.
Know this is a little late, and not quite related to the topic, but I just remembered a pretty good one.Finally, an oft-overlooked example is Silent Hill - specifically Silent Hill 2 (though this could very well apply to other SH games, SH2 is the one I remember best). There were multiple endings based on the player's actions throughout the game; however, rather than basing these on the results of arbitrary text prompts that are disconnected from the rest of the game, as is often the case, it was the player's direct actions through normal gameplay (i.e. how the player dealt with monsters, managed healing items, and behaved during "escort" portions of the game), and over the course of the entire game, that determined these endings.
Well, breaking fourth wall in a way that makes use of or otherwise references player's control is gaming's unique feature.A lot of the examples posted are just about breaking the fourth wall, not making use of gaming's unique features.