"There is no combat because it is so dramatic, and that drama has little room full combat"
I'm assuming he meant to write "for". Either way, it doesn't really matter. Sorry to point that out, Peter. My peers and myself grind each other over errors we make in our writing all the time. Even informal writing like Facebook updates. But, more to the point: Bravo, Mr. Molyneux! I agree. I hear complaints all the time about story elements in video games constantly. Especially, lately. The most recent example being Final Fantasy XIII. I've heard the game described as an "interactive movie" because of its presentation and linearity. To which I respond with a resounding:
So?
Can someone please tell me what is so terrible about a video game establishing an atmosphere and telling a story? I'd also love to know what is so gut-wrenchingly awful about linear games.
You know what video games that stick out the most in my mind? The games that I invest myself into. The games where I develop feelings and familiarity with the characters. I still remember the pain I felt when Argo fell into that chasm at the end of "Shadow of the Colossus". I remember the shock and utter disgust as I watched Aeris fall to Sephiroth's sword in "Final Fantasy VII" I remember the overwhelming sadness that came over me when Naomi examines Snake's frail body in "Metal Gear Solid 4". All three of those games work overtime to pull you in and personally involve you with the story. What is negative about that? I'll never know.
Here's an even better question: why do people criticize linear games. I remember hearing an "Uncharted 2: Among Thieves" review that complained about it being a linear game. Curious, I just did a Google search on "Uncharted 2 linear" and I started reading through relevant forum posts that showed up in the search... and here's what I have to report:

Step 1: Face. Step 2: Palm.
"Uncharted 2: Among Thieves" is linear because it's required to be linear. The game WOULD NOT have worked in a non-linear, sandbox, GTA rip-off style. In it's current form, it's a tightly paced action-adventure game with gorgeous cinematics balanced perfectly with great gameplay. The cutscenes are never too long. How would this game benefit from sandbox gameplay? Am I alone in this sentiment?
So worry not, Peter Molyneux. The people who love video games that are expertly crafted, wonderfully presented, and very fun will most likely purchase "Fable III". We'll keep you in business.

2 comments:
I completely agree. It still gives me shivers to think about Aeris dying in FFVII, or even the first initial shock on FFVIII when you think Squall has died at the end of disc one. I love games that pull me in, games that I put hours of my life into. Don't get me wrong, I enjoy games like Modern Warfare as much as the next red-blooded American male, but what's wrong with a game telling a story? Isn't that why people play video games? To escape real life and dive into a fantasy universe such as Azeroth or Vana'diel? I know that's why I play them. I like drama in video games, especially if it sets the tone and story of a game as epic as Fable III will be.
Modern Warfare has a great story, though. It's just presented in a different way. It's appropriate for MW to be the kind of game with little or no cutscenes since the majority of the story is told throughout the action. It works out fine. But something like Fable wouldn't benefit from pick up and play game design.
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