
ShadeStrider
-
Posts
1331 -
Joined
-
Last visited
-
Days Won
3
Single Status Update
See all updates by ShadeStrider
-
Controllable Helplessness can be a great tool in conveying Story through a game. Like a character getting gravely injured.
But if you are going to use a forced walking segment, just consider not doing it. Just use a skippable cutscene. That way if I want to stay and listen to the dialogue, I can stay and listen. If I want to get back into the gameplay, I can also do that.
Forced walking segments break immersion. And a lot of them don’t really convey any emotion to the player, which means they fail at combining gameplay and Story. In this instance, I’d prefer you just use a cutscene. It keeps the immersion of the game for players like me, because there is a choice to either stay and listen, or skip and jump back into the game.