G-Force said:
Looks like your main issue is with the execution of audio logs as opposed to their existence.
Yes, but "I don't have a problem with audio logs but feel they are poorly applied" doesn't make for a very snappy thread title.
You need to grab them in the first 10 characters.
Also, I feel Audio Logs have been used to such the extent of cliche that it's vary safe to categorically avoid the idea of using "logs" at all for exposition.
If you look at it on a big picture, many games are straying away from having flashbacks and traditional cut scenes as they break the flow of gameplay. Having a dialogue scene or a flashback takes control away from the player while an audio log allows them to continue gameplay at their own pace or simply skip it. You reference the codec system as a great example of information being given but you have to recognize the huge flaws it carried.
1. Long breaks in gameplay with the player being a passive entity
2. It literally "froze time" where snake and the NPC could have a lengthy conversation about a boss's weak points all before a sniper's bullet can reach you.
If you're gonna play the logic card then audio logs make way more sense than codec conversations
I very much agree that cutscenes break gameplay. Even though gameplay must be broken, especially very long games where it's impractical to play through in one sitting.
Having a dialogue scene... takes control away from the player
My idea is to have the player work as an external observer/listener to the dialogue that is used as exposition. So they are in control of their character to keep listening or stop listening. And a certain level of autonomy should be allowed, we can't be too reliant on the silent protagonist though I see how useful a mute (can't speak) or stoic (doesn't want to speak) character can be.
The point I was making with Codec was it's high standard and method of presentation,
not all aspects of the Codec.
I don't want codec simply to be copied whole, but there was a reason - that in MGS - that the Radio paused the gameplay and
the positive aspects of Codec can be taken without needing the pausing gameplay aspect.
I see the problem with codec how there is a disconnect between the world being frozen or not. They are speaking to you as if the outside world isn't frozen yet the boss you are fighting is frozen.
Directly communicating with another character like over a radio, even if it's just a once sided conversation, that should be live. However what could be paused is IN your inventory, you select the radio, select who you want to call and with what topic (if any) but for the conversation to begin you have to leave the pause-state of the inventory and either rung, fight or hide.
One aspect of the Codec as opposed to the Radio in Bioshock is contextually activated dialogue. Example being how you could do something, equip something or be somewhere and call a certain person to get them to say something unique. But it was a bit random.
This could be expanded where the player character to give some indication of curiosity when they do something, that's the cue that going into radio there will be the option to make a new call. But you don't have to. It's your choice.
It's quite simple. You look at a sign that says "Landmines" and you can in your Radio item-page you have the option to ask your "weapons expert" character or "local knowledge" character about Landmines, or you could call them just in general for an update.
The radio in Bioshock was a bit too Spartan, there was no way to call them about anything and they'd only ever call you on very set pathways.