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Eyrie Productions, Unlimited
Peter Eng
Charter Member
2223 posts |
Aug-03-26, 11:24 PM (EDT) |
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"A thought on losing in the cut scene"
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Jason Pargin posted a reel on Facebook in which he pointed out that an action scene that is not the climax of a story should always derail the hero's plan, and even the final action scene shouldn't go perfectly. As an example, take the opening of Star-Crossed. Gryphon has a plan - buy the SPARTAN laser, fly it back to Eight-Ball One, go on with his Exile life. Then he gets ambushed outside Omega, the hyperdrive gets damaged, and he crash-lands. I've reviewed the story in my memory, and as far as I can tell, every action scene derails his plans. He gets things, but they're never what he wants. The problem is, this doesn't translate to games. Midnight Suns tries it constantly, while missing the point that the action sequence has to be won. Everything that goes against the player has to be driven from outside the action segments by an existing mechanic, not editorial declaration. Peter Eng -- Insert humorous comment here. |
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Eyrie Productions,
Unlimited
Benjamin
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E P U (Colour)
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