Sophisticated game engines that blur the lines between cutscenes, scripted sequences and regular gameplay can be a powerful tool for increased immersion. It can be irritating when control is taken away from you and you’re forced to observe something while frozen in fear, or through the unbreakable window of a locked room, but at least it’s preferable to the illusion of interaction when there’s only one possible outcome…
“Right young Geoffrey, let’s make up a story together! What would you like to hear a story about?”
“Dragons!”
“You’d like a story about chartered accountants? Excellent! Once there was a chartered accountant; what do you think his name should be?”
“Lancelot!”
“No, Geoff, that’s wrong, he’s called Nigel. Once there was a chartered accountant called Nigel, who lived in…”
“Outer Space!”
“Don’t be silly, Geoff, Outer Space has no accredited institutions that can confer chartered status. No; once there was a chartered accountant called Nigel, who lived in a medium sized village in the Thames Valley area within convenient commuting distance of the headquarters of several multinationals. One day, Nigel learned that…”
“He had magical powers!”
“NO, GEOFFREY! WRONG! Now we’re going to have to back to the beginning of the story, and try again until you give the correct answer. You can look it up in the Wiki here if you like. Let’s try again; once there was a chartered accountant called Nigel, who lived in a medium sized village in the Thames Valley area within convenient commuting distance of the headquarters of several multinationals. One day, Nigel learned that…”
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