S.T.A.L.K.E.R. Q&A

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Mr. Teatime
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S.T.A.L.K.E.R. Q&A

Post by Mr. Teatime »

<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>
<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>
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Post by T-900 »

That form of play is what makes the Grand Theft Auto series one of the most popular in existance... People don't like playing John Mullins, or Gordon Freeman, people like to make their own choices.

This game had better not be a dissapointment... i'm not sure how much lower my mood can sink...
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Post by S4ur0n27 »

Yeah, it's what make some games fun. It's like your the guy and you're REALLY living his life.

When saving the world is your character's only hobby, it's kind of unrealistic and it gets boring. KOTOR was like that.
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Post by Mr. Teatime »

The trouble with those sorts of games is that often the core plot and game suffers. I was saying I'd like, for instance, FO1 with all its depth and character, WITH THE ADDITION of a 'living world' aspect (traders travel to and from towns in real time, and so on).
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Post by S4ur0n27 »

The living world thingy needs to be elaborate, complex and very well done, or it oftens become repetitive
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Post by T-900 »

Having the option, even if you don't use it, makes the world seem far, far, far more realistic. Knowing that if you walk over that that door *WON'T* be locked, and that that street in the distance won't have an invisible wall in it... it adds a great deal of immersion to the experience.
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Post by S4ur0n27 »

Again, KOTOR is like the perfect model for Bethesda to use : do the exact opposite.
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Post by Kashluk »

The things like sleeping in the car, because of the wild life hunting during the night; the need to dry your clothes after taking a swim and actually having the feel of basic survival insticts popping up are one of the things I'm anticipating the most. I wish STALKER won't turn out to be all hype.
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Re: S.T.A.L.K.E.R. Q&A

Post by brillo »

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>).
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.
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