S.T.A.L.K.E.R. Q&A
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
S.T.A.L.K.E.R. Q&A
<strong>[ -> Interview]</strong>
There's a <a href="http://www.jaded-gamer.com/content.php?article.47">new S.T.A.L.K.E.R. Q&A</a> on <a href="http://www.jaded-gamer.com">Jaded-Gamer.com</a>. It's a bit more substantive than the recent previews.<blockquote><i><b>Q: Are players forced to follow the story, or will they be able to explore the zone and pick up the story when they choose?</b>
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<br>A: One of the features which makes S.T.A.L.K.E.R. stand out is freedom of action in the game. The player is not obliged to follow a certain path in the game, but can explore the game world freely. He’s not limited in his actions and movement – the Zone is an open-ended world of 30 sq.km. Some of the areas will be just tougher to pass without adequate equipment and weapons. For the player not to get lost, however, we are integrating a strong story-line with key missions to keep the player motivated and progress in the game. Even with that strong storyline, the player isn’t obliged to accomplish those, he may go traversing the world, picking up random quests on the way, collecting items and so on.</i></blockquote>I hope this part of the game is well-developed, as I'm a big fan of the 'living world' concept in games, where you can ignore the main plot and enjoy the game doing whatever you want. It's something I wouldn't mind seeing in <b>Fallout 3</b>, actually (along with <b>TURN-BASED COMBAT</b>).
<br><BR>Spotted at: <A HREF="http://www.shacknews.com">Shacknews</A>
There's a <a href="http://www.jaded-gamer.com/content.php?article.47">new S.T.A.L.K.E.R. Q&A</a> on <a href="http://www.jaded-gamer.com">Jaded-Gamer.com</a>. It's a bit more substantive than the recent previews.<blockquote><i><b>Q: Are players forced to follow the story, or will they be able to explore the zone and pick up the story when they choose?</b>
<br>
<br>A: One of the features which makes S.T.A.L.K.E.R. stand out is freedom of action in the game. The player is not obliged to follow a certain path in the game, but can explore the game world freely. He’s not limited in his actions and movement – the Zone is an open-ended world of 30 sq.km. Some of the areas will be just tougher to pass without adequate equipment and weapons. For the player not to get lost, however, we are integrating a strong story-line with key missions to keep the player motivated and progress in the game. Even with that strong storyline, the player isn’t obliged to accomplish those, he may go traversing the world, picking up random quests on the way, collecting items and so on.</i></blockquote>I hope this part of the game is well-developed, as I'm a big fan of the 'living world' concept in games, where you can ignore the main plot and enjoy the game doing whatever you want. It's something I wouldn't mind seeing in <b>Fallout 3</b>, actually (along with <b>TURN-BASED COMBAT</b>).
<br><BR>Spotted at: <A HREF="http://www.shacknews.com">Shacknews</A>
- Mr. Teatime
- Righteous Subjugator
- Posts: 3340
- Joined: Mon May 19, 2003 12:07 pm
Re: S.T.A.L.K.E.R. Q&A
Most all of the roleplaying/storyline aspects lacking in Morrowind (and the other ES games) are lacking as a result of this effort to build a 'living world'. I want an actual storyline driving my game, not just some 'living world' to explore. I don't think you can do both adequately without affecting the other. If Bethesda starts talking about that in connection with FO3, I'm gonna be seriously bummed out.Mr. Teatime wrote:I hope this part of the game is well-developed, as I'm a big fan of the 'living world' concept in games, where you can ignore the main plot and enjoy the game doing whatever you want. It's something I wouldn't mind seeing in <b>Fallout 3</b>, actually (along with <b>TURN-BASED COMBAT</b>).