Did linear storytelling in your chosen game engage and excite you as a player? explain why or why not?
The linear storytelling in Prince of Persia was treated as a retelling of the story, with the mistakes made by the player ie death cause the narrator to tell you that it isn't how it went.
The linear storytelling wasn't exciting as a player but more as an audience while the swordplay and mechanics of the game were the exciting parts. Seeing how the things you learnt could be combined and thinking fast in a situation where timing was needed create the excitement from the challenge of it.
The story is engaging through its cinematics and story but from a mystery and intrigue side whereas the gameplay was engaging and exciting through its challenge, action.
The storytelling created tension that sometimes flows into the gameplay tension which kept up the exciting pace (Like when the rock falls in the cutscene creating urgency for the player)
But on the other hand the cinematics and cutscenes sometimes got in the way of the gameplay (camera changing for effect suddenly ,causing the player to die from inverted controls)
This happened many times throughout my play through as the cinematics and cutscenes took some agency from the player when you needed it (camera angle obscures vision when trying to look or fight )It was like the narrator was butting into the conversation of the game to push excitement in,taking my agency away in the process when I just wanted to fight efficiently without interuption. Objectives gave more motivation than the cutscenes but the storytelling in the objectives were small scale and uninteresting as they were hints on how to progress.
The past tense of his story being narrated took away a lot of urgency from the gameplay making it less exciting as its a story telling instead of the story unfolding.
The world is the main thing that overlaps as its both part of gameplay (through its environment affecting the character) and through that it immerses you in both sides. Although the environment didn't fully connect with the character I believe this is technology at fault rather than storytelling.
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