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 Gameguru Mania News - Mar,01 2006 -  
SiN Episodes Blog Update - briefly
(hx) 11:11 PM CET - Mar,01 2006 - Post a comment
A new blog on the SiN Episodes website offers an update from Shawn Ketcherside, lead designer on Ritual's upcoming shooter sequel. He talks about Blade, writing a good game script, world interactivity, the dynamic difficulty system and future episode plans. Here's a slice:
One of the things that's always problematic for games - FPS games in particular - is how to convey the story yet not interfere with the game play. This is tough because you have two different camps. You got the gamers that LOVE story and want to know everything, and you have the gamers that just want to blast things in the face. So, we came up with a system that lets us have the best of both worlds.

Like HL2, throughout Emergence, the player will encounter in-game choreographed scenes; these are the scenes that are "Mission Critical" to the story. Everything else, though, is completely optional. The Context Look system allows players that are interested in the deeper aspects of the story to dig in a little further, but allows players that just want to get on with the destruction to do exactly that.

The system works pretty much as you would imagine. All over the world are things that have associated dialog. If gamers look at one of these objects the Datacom will chirp, and if they want, they can activate the Datacom and get additional information.

Context Look elements go far beyond just the expected datapads or prop. We wanted to extended it to the characters as well, so if you stare at Jessica too long - well, she just might have something to say about it.

Now, given that the critical elements of the main storyline are conveyed through the choreographed scenes, what kind of information can a gamer expect to get through the Context Look system?

Ah… That's where it gets exciting. Just like great episodic television, like Lost or 24, SiN Episodes has an overarching storyline that stretches beyond any single episode. Expect lots (and I mean LOTS) of twists and turns in the future. I can tell you now, no one in the game world truly knows what Elexis is planning - and what she has done. But, just because none of the characters know, doesn't mean that YOU can't. Embedded within the Context Look elements are hints and clues. Some foreshadow events to come, some throw light on events that have already occurred. Many may not make sense... yet.

Each and every one of these pieces, though, has a purpose - each is a small piece that reveals a bit of the overall story tapestry. It will be interesting to see how gamers react to the elements they find; and even more interesting to see how everyone thinks they tie together.
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