Quote:
Originally Posted by Shmeh
I don't remember GT having a sword (maybe I should check before posting.....nah) at the end of Ep.1. The "voice" might put him in a cell, so Ep.2 could start with GT waking up from a bed in a closed room. 
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Why would a sword make any difference for Guybrush? And if you need to throw someone in a cell, do you actually need a reason?
Anyway, as much as these cliche sucks, it is one of the most logical ways to introduce the gamers to the gameplay. Can you imagine allowing players to explore everywhere, without a gradual learning curve before the more difficult puzzle set in?
From a pure story-telling point of view, you have to start from the humblest of beginning, so that you can slowly build up to a unforgettable climax in the middle. Good adventure and role-playing games (MMO excluded) are stuck with these cliches, since story-telling is important. Planescape: Torment and KOTOR were good because of the strong story element. and they each start off with humble closed room beginning.