"I still see a prejudice, actually. I still come across a lot of people who say, "it's a game and it doesn't need a story."
Ok, fin qui siamo d'accordo. Avanti così.
You're trying to make a particular point of storytelling, trying to refine it, and somebody says "it's just a game, it doesn't matter."
Bene, sei nel giusto. Tutti con te.
What's more important - the gameplay or the story? If you're doing a game, it's got to be the story, actually."
Ahia. Svarione difensivo. Dai che stavi andando così bene. Correggiti al volo e faremo finta di nulla.
"I'll give you an example of where that's true," he said. "Resident Evil 4.
Ok, vado a suicidarmi.
I played it from start to finish, I didn't want to let go of the controller and I was driven through it. I just wanted to know what happened next. As soon as I completed it, you get those mini-missions, "kill x zombies in an amount of time." So there's no story, it's stripped out of all that and it's just shoot however many zombies in however much time. And you realise - have I been doing this for the last 10 hours? Because it didn't feel like it, as I'm bored within about a minute of doing that.
Non era la storia che ti faceva andare avanti, bestia immonda, era lo sviluppo dell'azione nello spazio. E' il motivo per cui gli action non si limitano a una sequenza di quadri (tipo Urban Chaos), ma contestualizzano l'azione in un level design.
Capcom ci deve solo provare a dare DMC a questa gente.