Richard Hamer spoke at our first event about storytelling in First Person games and has written down his thoughts on his blog. Here’s an excerpt from the start, and you can follow the link to read to rest. Enjoy!
Beginning with the original Half-Life, some of us have been guilty of a reflexive preference when it comes to games narrative, one that comes close to being a golden rule, a design truism not to be questioned. It goes like this:
First-person games stories are ‘better’ when the play experience is persistent, never shifting from its chosen perspective. Cutscenes are the enemy, the ruiner of immersion, and the easy way out of the real design work of cleverly weaving story with environment, mechanics and the flow of play.