Quote:
Originally Posted by Valiento
I don't think it's about designing things 'for the stupid people' as you suggest. Nor do I think some choices are made to 'dumb down' or limit interactivity. For some decisions of this kind it's more fore style and presentation. It it is a type of art after all.
|
How is the choice to limit the number of interactive objects, to write the script to provide strong hints, to aim the camera at the next thing you're supposed to grab, and all those other things "stylistic"?
Quote:
|
The visual novel/interactive film is a style and way of presenting a story. One of many ways of presenting stories, western adventure games are another. Different people appreciate these various presentations.
|
See, this is what I don't get. When player interaction doesn't matter, then why does the player even need to be interacting? Even in past interactive movies, reflexes were required(and even then, they were a side novelty in arcades), and visual novels generally give the player some form of choice(and don't advertise puzzle-solving in pre-release media).
It seems to me that they're presenting stories in
exactly the same way as they always have, but they are removing elements in a way that assumes the player has the effective reasoning abilities of an infant. Hell, in the Mother-in-Law article, Grossman says that he went to far too assume that his players knew that
things could be behind other things. Effectively, he doesn't even think we have
object permanence.