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Mar 04, 2009 19:23

From a friend on facebook:

Is Time an Illusion?Understanding the true nature of time may be the key reconciling general relativity and quantum mechanics. It's looking like the answer may be that time is not a fundamental, irreducible concept, but rather something that we perceive because of the macroscopic consequences of reality ( Read more... )

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incoherent07 March 5 2009, 06:17:50 UTC
Even in Half-Life 2, while you could carry every weapon in the game through the magic of your Mystery Suit and MIT physics degree, there was a crate of rockets conveniently placed near every single helicopter fight in the game, whether it made sense (you were defending a base) or not (you were in the middle of a hollowed-out building).

Then again, Half-Life 2 (and to some extent Valve as a company) falls squarely on the side of "we want you to experience the story", as opposed to "we want to challenge your gaming skillz".

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kspunkyz March 5 2009, 06:35:26 UTC
Ah, true, the weapons thing really isn't new, I suppose. And I totally understand the thing about storytelling, and I can appreciate sacrifices of gameplay for that sake when warranted. In Killzone 2, however, what story there is doesn't really warrant it.

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red_edison March 5 2009, 15:56:46 UTC
It's really rare to see games *not* do this, though, if only for playability.

One of the only instances in memory of a game that basically said "don't have the right ammo? Guess what -> you're fucked" is Saints Row 2. If you don't start a mission with all the right ammo, there's a good chance you wouldn't find it during the mission (with a couple of exceptions).

Ever tried shooting down a helicopter with a pistol? It takes a while.

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mister_valiant March 5 2009, 13:51:59 UTC
Agreed - it is lame. Especially if they're actually providing the place from which to shoot. At that point the line between playing a game and simply robotically running through motions is crossed. I even had problems with H-L2's aforementioned Box 'o Rockets (TM). You can get away with shit like that ONCE, because, sure, you can come up with a plausable (enough) explanation for that. But after you see it over and over again, they become a detraction from the rest of the experience. "Oh, boy, another shoot-down-the-helicopter level. Great." But I also agree that H-L2's story made all that worth it ( ... )

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