Intentionally Wrong

Joined: 05 Dec 2006
|
Posted: Thu Feb 15, 2007 3:39 am |
|
|
Metroid Prime's the obvious example. The investigation the player does of the planetary circumstances is tied to the player's exploration; the mechanic is a simple matter of switching to scanner mode and scanning appropriate wall tiles. It's pretty good, since the investigation element is a little important but there's far more information available to the player who wants to find it.
I'll leave Deus Ex to the people who've played more of it, but it does strike me as a more RPG-like approach.
Anchorhead is the high-watermark for investigation in Interactive Fiction; the review I linked even describes the pitfalls investigation in games often comes up against:
| Emily Short wrote: |
| The mystery is, at least potentially, one of the most natural structures for an IF narrative to take, but there are many ways for it to fall down: the investigation can require too many arbitrary moments of being at the right place at the right time (a la Deadline); it can take place over too large and confusing a map (which was my problem with Dangerous Curves, and probably the reason I didn't finish it); it can be too heavy-handed, or lock the clues away behind too bizarre a set of set-up events. Anchorhead manages a very successful middle course almost all of the time. |
I don't think many graphical adventure games actually present a good model for investigation, though--at least, not those on consoles. Not Phoenix Wright, not Hotel Dusk. As much as I love those games, they lean too heavily on contrivance and linking the mechanics with the narrative. While other games do this as well, adventure games have a habit of taking this too far, contributing to some unfortunate pacing structures. _________________ JSNLV is frequently and intentionally wrong. |
|
Intentionally Wrong

Joined: 05 Dec 2006
|
Posted: Thu Feb 15, 2007 3:49 am |
|
|
I'd say you could make that case, yeah. Silent Hill is kind of an odd case because it jumbles up the hidden game resources and story resources in the same way. That's something RPGs are trying to move away from--that sense of "I have to talk to every NPC in this town so I don't miss out if one of them hands out items!" Likewise the constant hiding of treasure chests around the outer bounds of the game world, which just draws attention to the world's artificiality. I find Deus Ex's approach of focusing game and story rewards in the self-evident obstacles of locked doors and skeptical NPCs more immersive. _________________ JSNLV is frequently and intentionally wrong. |
|