- Cyberpunk has nothing to do with Sci-Fi, but a game with magic, dragons, orcs and dwarves is cyberpunk.
So, according to him:
- No one knows how Nietzsche's seen his Übermensch, therefore noir protagonists are based on Nietzsche's Übermensch.
- Cyberpunk has nothing to do with Sci-Fi, but a game with magic, dragons, orcs and dwarves is cyberpunk.
Sorry, I couldn't watch this further. Did I miss any more revelations?
Isn't that pathfinder online game meant to be sandboxy in an Eve manner, except fantasy? I kind of liked the sound of that when I first heard about it, should be out sometime in the next 20 years
He's calling Mass Effect an Open World game with a Non-Linear Narrative
At least he likes New Vegas better than Fallout 3... Except he does so because it's more consistent in its setting, not because of better non-linear mechanics, factions and C&C.
That video was full of derp and more hipster than any ErrantSignal video I've ever seen.
The basic argument he makes: Games should be more non-linear. They become that by having consistent settings.
L-O-Fucking-L
It's safe to assume that anyone who spends 6 minutes of a 17 minute video talking about suspension of disbelief or immersion when the subject is neither suspension of disbelief nor immersion only plays RPGs ironically.That video was full of derp and more hipster than any ErrantSignal video I've ever seen.
the story and the setting are one
He doesn't address things like mechanics and C&C because that's not the topic of the video
Which is the gist of the bullshit. I think you're wrong about Mass Effect. Mass Effect has an immensely open and very, very detailed and I guess "shandified" setting.
His argument then, is that for this reason, and because you can sometimes find a dead-end shortly to the left in gameplay, with setting-exposition, Mass Effect is Shandified to the same degree as New Vegas, or at least they're sort of trying the same things to varying degrees of success.
The mechanics and C&C and the way they interact so well with the story is why Fallout New Vegas is able to criss-cross in all these directions and be F-D-A-C-Q like. It has fuck-all to do with farmland and everything to do with a consistent setting. Indeed, a game with an extremely inconsistent setting could still allow the player to criss-cross in all sorts of directions and tangents in its gameplay and expose story-elements in this way, which would make in shandified, but none the less inconsistent.
I honestly don't understand you. You'll have to explain to me in basic terms why setting consistency makes a game non-linear.
I honestly don't understand you. You'll have to explain to me in basic terms why setting consistency makes a game non-linear.
It doesn't. The video isn't about non-linear gameplay, or about gameplay at all. Fallout 3 and Fallout New Vegas are equally non-linear (actually FO3 is probably more non-linear).
He's talking about setting portrayal and its effect on the quality of a game's story.
He's talking about setting elaboration, which can be conveyed in every way between the 'non linear' and the 'cinematic' ends of the spectrum. Bringing mechanics into the fray by concluding that 'mechanics = story' is the next step his argument could make, reaching a new way Vegas is superior to FO3 and ME's shortcomings. He doesn't do that because its out of the video's scope.I honestly don't understand you. You'll have to explain to me in basic terms why setting consistency makes a game non-linear.
It doesn't. The video isn't about non-linear gameplay, or about gameplay at all. Fallout 3 and Fallout New Vegas are equally non-linear (actually FO3 is probably more non-linear).
He's talking about setting portrayal and its effect on the quality of a game's story.
He's talking about non-linear story-telling. In a video game, this cannot be achieved without non-linear mechanics. Fallout 3's story is incredibly linear.