All this talk about character and gesture- what perfect timing for me to finish HalfLife2.
Somehow I managed to keep playing HalfLife2 and -sorry- it wasn’t because of the compelling character AI interaction (or lack-thereof). The NPC characters were expressive in speech and gestural behavior but the interaction with them felt like a real-time cut scene and yet another side effect of the scripted “Special-Case” game space.
No, quite simply it was the “Spatial- Story” that got me hooked. HalfLife 2 is a great example where level designers have gone to such lengths to present an expansive photo-realistic apocalyptic future city when in fact, every instant you’re being corralled and lead down a single path. So I followed, I wanted to see more of these compelling environments which is my architecture soft spot getting the better of me. The FPS grinding action felt repetitive although emergent gameplay was most visible in fighting.
I say to the industry – game environments have surpassed the uncanny valley. It is now time to place the emphasis back on player-character interaction…while you’re at it fund my research:)
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