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Just a quick experiment.
Post your reasons or comments. |
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I like SC5 in both gameplay and story!
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Me too.
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I like both.
Gameplay is line with old, yet refreshed a lot Story has great base, best of series Worst thing would be to say DA was a dream or non canon and return to old completely ignoring it. |
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Story & Gameplay are both important to me.
But, Gameplay is what should dictate the Story, NOT the other way around. "You're MINE !" |
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Conviction has nothing to do with DA's story as it stands. They said it happens 2 years after DA and that Sam went back to the NSA after DA and he left again due to corruption in the NSA.
I agree 100%. The story is important but it should not dictate the gameplay and defiantly not at the cost of great gameplay. |
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So what if, lets say hypothetically they designed this gameplay first then added a story to it? That would be Gameplay dictating Story, you still have what we have now, would that make it anymore acceptable for you? Because either way you look at it seems, the outcome is the same, due to the Developers wanting to go a different direction regardless of story, it seems the blame is misplaced and blame on the story shortsighted, when it should be on the game designers. The original game if I remember correctly, the game concepts i.e stealth based, and gadgets characters and story was designed way before the game hit design phase. Something I read, in an old interview with J.T Petty, the creator of Splinter Cell. Are you suggesting that this original concept that he chose, and in the sequence in which they did it in was wrong? Because the story didn't dictate the gameplay, it gave the game a premise, and the developers and game designers created the game mechanics from those concepts and inspirations from the Thief series, which used the Light and Shadow gameplay. I think it's easy to blame something on the story, even with the current fugitive, he still could be wearing Army BDU's and infiltrating buildings like he did in the navy SEALS, as they don't have futuristic gadgetry they have to use brains and brawn. I thought you knew me but it seems you never did I tried to find you in the castle where you hid. I took the pictures that you ruined from my wall. No one remembered me I was right after all. |
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But see this is where you missed the whole point. The Devs said the reason they are moving to social stealth is because of the story. That "this is the only way the gameplay could go due to the story." So the point is they are moving to the direction of Assassin's Creed stealth because of Conviction's story line according to the developers. |
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I was speaking hypothetically, that if the Gameplay was designed first, then story second it would be the same game design.
Also please could you put up a source for where they that please? The information I have regarding the change reading interviews, and watching interviews from Mr Ferland, Producer on the project differe to this. I read an article an Interview infact from Thomas Geffroyd (Game Manager), which he says the change was three fold. One they said that the Light and Shadow gameplay had been mastered and they wanted a new challenge, two they wanted to rejuivinate the series. Thirdly they said, gamers didn't see Splinter Cell as a Stealth game but as a Light and Shadow game, and seemed they wanted to change the binary gameplay into a more open one. Reading some comments speak true of this, where gamers won't touch it unless it has Light and Shadow. To quote:
Also
Source It seems to me they took a concious decision to change the gameplay after Chaos Theory, not Story dictated the gameplay. I would like to read your source where they speak of story changing the gameplay. I thought you knew me but it seems you never did I tried to find you in the castle where you hid. I took the pictures that you ruined from my wall. No one remembered me I was right after all. |
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I agree with Knot3D.
@Dixiewolf: Yes, the devs have stated that the reason they are going in this direction was because they felt the game needed a change. That is probably the biggest reason. However, it has also been said something along the lines of "Sam is a fugitive now, shadows no longer offer him protection." Now, I'm not saying that this is not the right thing to do per se, I am saying something more along the lines of this dev is lying. Well lying might be too strong a word, more making up excuses. And the problem is now, when people who are irritated about the change in game direction say so, other people come back with "It's the only way it could have gone with the story!" or "Sam is a fugitive, how can he use the old methods?" My reasoning says that this kind of argument need not ever come up; if the devs had said something like "The fugitive premise suits the new gameplay" instead of vice versa, I don't think these kinds of debates would exist. It's a joke! When you look at me like that, it's a joke. |
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Hi EskimoBob32, thanks for the reply. I can see what you're saying, but I look at it from development perspective. If Ubisoft change the gameplay to daylight which it seems they have, because they want change, and to rejuivinate the franchise. The gameplay is going to dictate, how gamers play the game not story at this point in development. The game design they chose, they seemed to have made a concious decision 3 years ago. It seems more plausable that they designed the gameplay first then story after, with Double Agent and then took it from there. They then designed the story around the current gameplay, with this fugitive esquete. The no Light and Shadow gameplay mechanics, as already explained that they wanted to try a different approach to stealth, what the Story seems to do is compliment that gameplay. So as you say a dev can say, well our story goes around our gameplay design or vice versa, you get the same answer, to both questions which was my point. It's liken to say. Lets say, Light & Shadow gameplay is there and someone asks. Why isn't there any light levels? The same set of similar excuses could be given in such circumstance, it wouldn't of fit into the level design, (as they did have to create specially made paths for gamers to navigate) and wouldn't of fit into the gameplay mechanics, or to say it didn't fit in with the story. Each are valid really, it just depends on how you yourself see them as justified or not. I don't think it's fair people telling you that it's the only way it could of been done, they could of had a different gameplay, such as Sam working for 3rd Echelon still, but doing different kinds of missions in the day. Who knows? Maybe they found the Fugitive premise more interesting then anything else, I couldn't tell you, I haven't played it yet. I'm not a developer or a game designer, more of a couch critic, so really I can only go on factual evidence they have said, as many of my assumptions I'm sure are false. Apart from the things that I've quoted from the developers themselves, which I base my opinions on. We can all have our opinions ofcourse. I thought you knew me but it seems you never did I tried to find you in the castle where you hid. I took the pictures that you ruined from my wall. No one remembered me I was right after all. |
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It was in the interview before they showed the preview. @EskimoBob32 I agree that they are using it as an excuse because no one would come up with a story and then make a game to match it. what I personally think happened was some upper management type wanted to make another game based off of the AC game mechanic and so the Dev were told to jump and they replied how high so now they had to come up with some reason why they changed every thing. Since they had no good reason here is what they told us: #1 to reach a larger audience. (I am sure thats true in part) #2 because the story dictated to us how we should design our game. (this is the one thats full of it) Here is their true reason by my analytical opinion: #1 management thought it was a keen idea. #2 to cash in on the AC mechanic again. #3 to reach the casual gamer. |
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You cannot separate story and gameplay if your desire is to have a true hit. It isn't totally the conundrum of which came first, the chicken or the egg but inevitably there is a back and forth mechanism at play. For the most part the story has to come first.
Attempting to wrap a story around a set of predetermined game mechanics will inevitably feel artificial. Thinking of something high speed and low drag and then manipulating the story in order to allow the player to experience this feature will almost always be a detectable crack in an otherwise perfect game. The situation will feel as if it were set up and players will recognize it 99 times out of 100. Repeat this enough times and the story falls apart. Fairly soon the player is saying, "Whatever. Just tell me where to go, what to steal and who to kill." This is why the story has to come first for the most part. If you can write a story that engrosses the player on it's own you are much more than half way to your objective. The story is the glue that binds together the game mechanics and stops the title from being a group of disconnected experiences. The story can help define the game mechanics as well. A cool game mechanic will eventually wear off whereas a story is what makes you look at the clock and say, "Screw it, I can miss another hour of sleep tonight." |
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Gameplay is the most important part of a game IMO. Everything flies or falls with the core concept. Lucky for me, I happen to like Conviction's core gameplay, and the story that supports it. After all, it's pretty unfair (not to mention just plain wrong) to say that Conviction is mainly driven by story, since Sam actually goes to work for Echelon again. They could've easily kept him there without the fugitive/conspiracy angle, and we would've been back to light/shadow gameplay. Instead of making him a fugitive from the start (DA's cliffhanger ending was a great setup for that), they actually incorporated TE back into the story before Sam goes rogue. Hence my opinion: Conviction is gameplay-driven. Besides, it's not like the previous games had a real story to speak of, either. If anything, I expect ConViction's story to be a little more interesting. So they kinda ripped off Jason Bourne and 24... who cares? The story of a lone supertrained sarcastic superspy doing the worst kind of wetworks to save the world four times over isn't exactly unique, either.
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