![]() Sure, they could be made through the use of simple point-and-click, text-only interface, but the reward of our choices would be passed over and the player would never fully experience the impact of those decisions. Do we kill the Sith acolyte? Do we spare him? Will he show up later in our character’s path to be dealt with? Or will he fight alongside us, supporting us in the most crucial of times? These choices are gameplay, presented in cinematic form. In conversations, we can show those subtle moments where characters interact with and affect one another where choices matter. Rather than being led by a disjointed, text-driven narrative, the Player is part of a dynamic plot in The Old Republic. ![]() The inclusion of Cinematic Design is what sets The Old Republic apart from other MMO games.
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