Press X to cry, lust, and lie: Four ways the medium is the message

Interaction shouldn't mean accidently pummelling your children during a match of Kinect tennis. Developers have fundamentally misunderstood the term, leading to a disconnect between players and their game worlds.

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Chnswdchldrn3544d ago (Edited 3544d ago )

ugh I hate games that use reason imo why games like Uncharted can never be on the level of games like Half life

Half life is an example of a game that has zero QTEs, no third person cutscenes or cutscenes at all (if you exclude G-man monologues), and no protagonist dialogue...and yet its one of the most immersive games I've ever played. All the gameplay and all the storytelling takes place from the players perspective, and imo more games ought to do this

Vladplaya3544d ago

Maybe you should actually read the article before posting. Not that I disagree with you, but it obvious that you don't know what the article is about. Titles can be quite misleading.

MagicAccent3544d ago (Edited 3544d ago )

You know what I hate? People who just read the title of the article.

Back on topic, I get what the author is saying, but those examples were all taken from popular mainstream games.
Fable 2 isn't a romance sim, it's a childrens fable, and it's not supposed to be deep or require emotional investment. Uncharted isn't about platforming, it's about flow and pacing.
And Gears isn't about the narrative, it's about chainsawing your enemies in two.

They're not bad games, but their casual target audience will always be the limiting factor.
Mainstream games/movies/music/whatever have never been about about furthering their medium..