The
story nodes didn't work well to support the game play in Prince of
Persia as they tend to be fighting with each other for attention
,mostly storytelling interrupting game play.
This was shown through my experience playing it. I tend to get the general idea of the objective on on large scale through the cut-scenes but it was not helpful for any of the game play at hand so I relied on the objectives in the game play to progress rather than the cut-scenes as they were mostly context or game play catapults.
The personalities of the characters in the cut-scenes showed their motives and feelings such as the antagonist betraying everyone and tricking the prince into activating the sands of time.It just gives you context rather than how to play the game better or go about it like the surveillance nodes of cinematic shots which showing the area but even they got in the way.
The text objectives that appeared in the game play were at a scale which helped the progression better as it was what was in front of the player,not down the line and unchangeable. Game play needed to be understood to progress but the story didn't need to be understood or even acknowledged to progress.This is my main point as the story supported understanding of what was going on (context) but the game play was what we had to understand .You cannot fail a cut scene but you can fail the game play and not progress.
The story nodes could be completely ignored and would just be waiting time frustrating the player if they were not interested.
This was shown through my experience playing it. I tend to get the general idea of the objective on on large scale through the cut-scenes but it was not helpful for any of the game play at hand so I relied on the objectives in the game play to progress rather than the cut-scenes as they were mostly context or game play catapults.
The personalities of the characters in the cut-scenes showed their motives and feelings such as the antagonist betraying everyone and tricking the prince into activating the sands of time.It just gives you context rather than how to play the game better or go about it like the surveillance nodes of cinematic shots which showing the area but even they got in the way.
The text objectives that appeared in the game play were at a scale which helped the progression better as it was what was in front of the player,not down the line and unchangeable. Game play needed to be understood to progress but the story didn't need to be understood or even acknowledged to progress.This is my main point as the story supported understanding of what was going on (context) but the game play was what we had to understand .You cannot fail a cut scene but you can fail the game play and not progress.
The story nodes could be completely ignored and would just be waiting time frustrating the player if they were not interested.
To
sum everything up the story nodes gave context and objective on a
wide scale so it didn't support the immediate game play objectives at
hand directly.
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