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Old 01-23-2012, 03:48 PM   #31
Monolith
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Quote:
Originally Posted by TimovieMan View Post
Do a lot of games offer nothing more than simply walking from point A to point B with nothing else to do BUT walk from point A to point B?
Yes, a lot of games don't offer alternative routes. But they do offer something more than simply having a character walk.

Were the final two hours of Dreamfall interactive? No. You walked from point A to point B and got a cutscene. After that you walked from point B to point C and got another cutscene. Etcetera.
You could only walk down a single narrow path and you couldn't divert. That's not interaction. That's putting a tedious task in between short cutscenes so you'd have more than one long cutscene.

If that's the case, why bother with it at all? Just make it non-interactive. That can work just as well. It did for "Do You Remember My Lullaby?"...
This argument doesn't make me wrong. It just proves that you can't except anything different.

Its an interactive story. Let it be. The point was its interactive.

As I pointed before, its a game mechanic that focuses on the players movement to progress the story. There is no other way of seeing it, it is what it is. How hard is it to see that? A lot people at work over here are wondering why you guys are having such a hard time understanding.

I'm not trying to prove Dear Esther really is an Action Puzzle game. I'm proving that it is a simple adventure, that falls under interactive storytelling.

Though I understand what you are saying. Dear Esther is like Dragon's Lair, without any deaths and all you are doing is pressing forward. Though that isn't the case. You are a player in a world. You can explore it and progress the narrative. Its like an interactive museum, but moreso story.

Again the point is, it is dumb to say it isn't interactive. Its a unique game that does things differently.

Calling it non-interactive is a complete insult to what it has accomplished, and more so what it will accomplish with the remake.

in·ter·ac·tion/ˌintərˈakSHən/ Noun: Reciprocal action or influence

1. Player has full control and can move around the environment.
2. Narrative does not progress unless the player explores and stumbles upon the next segment of the narrative.
3. Every time the player plays, the story changes slightly.
4. Perceived awareness of environment by noticing subtle elements in the environment that add to the story. Without the players use of exploration, these bits go unnoticed.

Last but not least, and if anyone replies without answering this then i'll just ignore you.

'What is Dear Esther without player control?'

I'll answer it and you can disagree. Its not a game....its just an audio book. Interaction is what makes Dear Esther...an interactive story.
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Last edited by Monolith; 01-23-2012 at 03:58 PM.
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