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January 28th, 2013, 07:05
Originally Posted by Cacheperl View Post
Ah well, at least for some of their games the story is what makes them work at all.

I dont think they over-do the story part, though I think your are not wrong about too many cut scenes. This is not "too much story". Rather "story in the wrong way". But thats just semantics I guess.
Yes - that's pretty much what I meant. The problem being that the non interactive parts of the story impose too rigid a structure in which the game play has to fit. The more that's spent on particular invariable story elements the less branching you can have, so that you can't develop your character individually. If your character has to say X at time Y in some cut scene, then he/she is forced to develop into that fixed destiny and isn't really under the player's control.
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