Friday, 25 March 2016

Gameplay Week 5

Do the choices you make in the game contribute to the sense of meaningful interactive moments?

The game I decided to play this week was 'Deus Ex' (2001) a first person shooter/RPG, I didn't feel that the dialogue choices throughout the game were meaningful and also did not have any branching narratives. One of choices in the game was the selection of weapons, initially my understanding or assumption was that this would indicate to the player how to easily and successfully kill the enemy with different options for different weaponry, however throughout game play I found a number of new weapons to use, this made that choice  of weapon selection meaningless. Through the entirety of the game the player could make a choice on whether they wanted kill or avoid the enemy by sneaking past. To me the option of 'kill' or 'avoid' did not result in branching narrative paths but potentially effect game play as it impacted on how fast or slow it would take the player to conclude the game. I felt that I was always able to anticipate the outcome of my decisions as I played. This would be mainly based on my prior knowledge and experience with past shooting games which tended to use the same problems, same choices and therefore confirm my assumption. In the end I did not quite enjoy this game.

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