As the walls that once housed the fuel containers of a small, EDF-controlled fuel depot fall and trigger a chain reaction of viscerally beautiful explosions before me, a solitary thought dominates my mind: I did this, and I did it alone. No scripting help from the game engine, no computer-controlled character holding my hand and telling me where to place charges and when to run, and no loss of control in the form of a cut-scene – and it is in this independence that Red Faction: Guerilla finds its apex.
But none of them – whether it be another rogue, an implacable paladin, or even the dreaded hunter – could instill in me the raw, unrelenting hatred that seeing a warrior could.
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Introductory post for class – gone as soon as credit is received.
Here are some things that I want to explore over the semester:
1: Can narrative be an actual game mechanic? 1a: how, exactly, is a game mechanic defined? Is this a flexible or rigid definition, or has it even been solidly established yet?
