
Originally Posted by
Jazz117Volkov
@ Shobhit
Here I'll point to Deus Ex HR, Metal Gear Solid and Resident Evil 4 (they're many others of course, like vintage Splinter Cell)
These games do have cut scenes (A LOT in one case). They have scripted sequences. Set pieces, as it were.
But what they do not have is an immersion shattering "Developer Cannon"
Leon, Snake and Adam have a very distinct style and personality, and in the case of the latter two. very varying styles of gameplay, BUT the game never tells you which one it thinks you should use, or assume which style you were using. (MGS does nag you to use stealth via the codec, but if you ignore it, the game feels perfectly natural)
Something else about those games. They're regarded as some of, if not the best games of their genre, and/or simply the best games ever made.
And In no small part due to what I've been saying. A game that treats its player's style with respect is a game that a player will fall in love with.
There is no "Developer Cannon"
Now look back at Splinter Cell Conviction, and by the looks of things, Splinter Cell Blacklist.
The "DevCan" in SCC is: Sam is angry, ruthless, murderous, brutal and otherwise tactically and realistically re-tarded... he also fights a Helicopter and blows up a building.
Can you play the game stealth? (kinda... sorta, it's not fun, it's weak, it's... no, not really... you can't, BUT for arguments sake) Yes
(in manner of speaking) Does the game play itself stealth? (allow me to quote myself) "Sam is angry, ruthless, murderous, brutal and otherwise tactically and realistically re-tarded... he also fights a Helicopter and blows up a building."
Do you see the problem?
Devcan destroys immersion and player decision, and subsequently makes the game an affection failure. Heck, just look at D-Ops from Conviction. Its success was headed by a seamless immersion. You're never thrown out of the drivers seat and forces to be subject to the next "plot twist" *cough ACTION SEQUENCE
Seriously. 9 our of 10 pieces of plot important information (in SCC) was retrieved via a rigid interrogation. In effect, showing us just how out of [our] control Sam really was.
What's the point on having stealthy variety if the story shrugs if off and favors a super hero-esque protagonist who orders missile strikes twenty feet from his 20?
Use the story to enhance player's experiences; not abuse them with devcan.