Game Blog Week 2
Game: Prince of Persia: The Sands of Time
Question 2: Do the story nodes in your chosen game work well to support gameplay and gameplay objectives? Why or why not?
Prince of Persia: The Sands of Time is a game brought to us by Ubisoft Montreal, released in 2003. This game was obviously intended to be a very cinematic experience with a mixture of long stroy oriented cutscenes and short action cutscenes littered throughout the game. These can be of benefit to the player giving vital story information and displaying environmental puzzles making these exciting and engaging because they have some importance and they directly relate to story and gameplay objectives. An example is at the start of the game where you try retrieve a dagger (a key plot point) through solving this puzzle (gameplay objective) both of which were given small cutscenes. On the flip side there are also a lot of unnecessary cutscenes such as when you reach a battle there will be a 3-4 second showing the enemies standing ready for battle after which they immediately know where you are and after every battle there is a very short 2 second scene only showing the prince sheathing his blades and that’s it. These scenes don’t add anything to the experience, if anything I would say that they even detract from it because they are related to combat and combat is supposed to be a tense situation and taking control away from the player only relieves this tension. I do agree that the cutscenes in this game support the gameplay in some areas but I feel they detract in others. For the type of game this is, a puzzle solving action adventure game -games that require a lot of precise input- I think the player should have more control.
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