WARREN HABLA, NOSOTROS CALLAMOS.
Well, interaction is the thing – it’s what we do, right? It’s the one thing that sets us apart. What passes for interaction in the game business 98 per cent of the time is an illusion, and the reality is that we have enough computing power and we have enough software knowledge that we can actually create truer interaction than we could in the past. When I see people faking it – choices that don’t mean anything, choices that have no consequences, choices where the game will keep bumping you back until you make the right one, games that allow you to see every branch of every crummy conversation tree because every word is a gem, as if you wanted to go down even one branch of a conversation tree – I just can’t deal with that.
Really giving players power over how a story unfolds is the ultimate grail. There are baby steps we need to take along the way, and there are people taking those steps, but by and large people are still in the movie mindset. As soon as I hear of scripted moments that provide incredible emotional punch, and as soon as I go on forums and read every person saying ‘Wasn’t it cool when character X jumped across that chasm?’ all I want to do is scream. If every player is doing exactly the same thing at exactly the same time, it’s not a game. Go make a movie and get out of my medium.