Originally Posted by Bauul Nice article, I'd agree with all of the points, although I think you missed a more important one than the "no FMVs" rule, which is simply:
Don't mix media.
Whilst no-one would claim a game engine looks like real life, you suspend your disbelief whilst your playing. However, as soon as a game changes media, from in game engines to prerendered sequences or FMVs, it instantly and totally kills any kind of immersion as you are instantly reminded you're playing a game.
In regard to this... what about Max Payne? That mixed 3D gameplay with graphic novel cutscene storytelling, and it worked perfectly. The big thing is to keep your formula for story telling CONSISTENT, because it tends to pulls you out of the atmosphere of you don't. Max Payne 2 had this problem, as it used both in engine cutscenes and the graphic novel.
Originally Posted by CoolFox In regard to this... what about Max Payne? That mixed 3D gameplay with graphic novel cutscene storytelling, and it worked perfectly. The big thing is to keep your formula for story telling CONSISTENT, because it tends to pulls you out of the atmosphere of you don't. Max Payne 2 had this problem, as it used both in engine cutscenes and the graphic novel.
"unless the saving system can be feasibly put into the game in a way that is immersive and reasonable like the type writers in the Resident Evil series"
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FMV's......
I think i played one good one.
The x-files game! I could not put it down. Good blend of video and gameplay.
In regard to this... what about Max Payne? That mixed 3D gameplay with graphic novel cutscene storytelling, and it worked perfectly. The big thing is to keep your formula for story telling CONSISTENT, because it tends to pulls you out of the atmosphere of you don't. Max Payne 2 had this problem, as it used both in engine cutscenes and the graphic novel.
You gotta be f*cking kidding me...