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While Enderal's story is well written and paced, with some excellent dialogue, it's core plot concept and sub elements are not unique or fundamentally original. So I think that potentially discussing it in terms of transcendent art may be overstepping the mark slightly. It's a game story.
Where ...
Where ...
While Enderal's story is well written and paced, with some excellent dialogue, it's core plot concept and sub elements are not unique or fundamentally original. So I think that potentially discussing it in terms of transcendent art may be overstepping the mark slightly. It's a game story.
@Moirai
I actually can see your point, and I know Enderal isn't perfect. I think I wrote that already somewhere else, but I know that it's linearity is one of the weaker points of Enderal - that is, if you are a player who values choice a lot. The main reason we didn't incorporate more choices is ...
I actually can see your point, and I know Enderal isn't perfect. I think I wrote that already somewhere else, but I know that it's linearity is one of the weaker points of Enderal - that is, if you are a player who values choice a lot. The main reason we didn't incorporate more choices is ...
<SNIP>
In a different thread ( http://forum.sureai.net/viewtopic.php?f=141&t=11274 ) I had stated:
«A true artist does not provide the people with what they want. A true artist offers the people what they need.
In general, the people do not know what they need, but they sure think they know ...
Interesting discussion...
I guess it depends on what you personally look for in games, and what you expect to get out of them as a result. To be frank, and these are general comments, I don't play games to feel frustrated, irritated or unsatisfied at their conclusion. Like most, I get enough of ...
I guess it depends on what you personally look for in games, and what you expect to get out of them as a result. To be frank, and these are general comments, I don't play games to feel frustrated, irritated or unsatisfied at their conclusion. Like most, I get enough of ...
I get your points and agree that it is not designed as a wRPG experience. In fact, my personal opinion is that far too many games nowadays have followed that "I live a hero" approach rather than Enderal's "I live a story", but that's me.
However, I disagree that it has no replay value. Ever ...
I did have my own concerns regarding the rather negative ending, and posted those thoughts in a different topic. I won't spam it here as well, although it's arguably more relevant to this thread, but here's the link if you are interested:
http://forum.sureai.net/viewtopic.php?f=212&t=11111&p=88234 ...
http://forum.sureai.net/viewtopic.php?f=212&t=11111&p=88234 ...
I think, for me personally, Enderal was a beautifully crafted one-time experience. What it does, which is to lead the player through a well defined story, it does exceptionally well. However, for me, in that respect, its story is both its strongest point and its weakest point.
In essence, you have ...
In essence, you have ...
