I don't believe for a second that cinema or games experiences need music to "invisibly" prop up the action. Music exists to speak to our souls, not pacify our eardrums, like most game devs seem to think. If you've ever played an undewater level in DKC (the most fun levels btw), and listened to "aquatic ambiance" then you know what I'm talking about."
The author's argument isn't really poor, I think he has some excellent points. He needed to reinforce the fact that certain games have to ditch them. In reality they do, putting a navigation system into a linear game is insulting. It's the same wuth hints and highlighting objects in the environment. I played Duke Nukem Forever and turned all that crap off because I know I'm smart enough to do it on my own, plus its more rewading that way. Yet there are other games where it would be nearly impossible to get through without it.
So in the end, it's all variable. Each team needs to look at their game and equip it with whatever form of navigation they think works best. Personally, I'm a huge fan of subtle context clues..."
I could name many more games with pro voice actors that nobody cares to take the time to get to know. They deserve the same level of respect. It's all about portraying a character and whoever is the best for the job is the one who deserves the praise. And acting in general is a very important part of the atmosphere, the animation of a character and how he/she speaks is symbiotic. Too many games only get it half right."
It's a platformer one day, a consuming JRPG the next. Certainly I go out of my way to change things up, it broadens my horizons and makes me feel knowlegable. Sure, I suck at fighters and racers, but I still experiment in those fields. In fact, just because I read this article, the next game I buy will be a racer."
The game delivered on exactly what it promised, a fun joy-ride with a character that doesn't take himself or the world around him seriously. I personally thought DNF was one of the more daring games designs for an FPS in recent years. It had driving segments, under-water portions, puzzles, and platforming. It was a nicely blended experience that catered well to people who can't stand doing the same thing for more than 10 minutes at a time. I paid the full $60 for it and beat it 5 times, loving the heck out of it each time. The critics were WAY off base when they viciously attacked it. As a mainstream game, its mediocre, not ABSYMAL MISOGYNISTIC VAPORWARE. But if you had reasonable expectations for it and wanted that type of stupid cheesy 80s flick type personality, it was great.
Does he deserve to live? Why not? We have much more preposterous game heroes out there and duke caters to a broad demographic. People like to say its games like DNF that prevent the industry from being taken seriously in the art community. I say that's a pant load. Hollywood is and was built on a pile of mindless blockbusters, and they need to exist for there to be an apparent contrast of quality. Also, I'd kill myself if there weren't movies and games like DNF. We all need mindless escapism every once and a while.
Also, I have complete faith that Gearbox can create a new Duke game that blows peoples minds."
-Roam city, amass orbs and kills (Crackdown)
-Go to school, bully the bullies (Bull"


I don't care how its told, with body language, speech, music, shadow puppets, audience participation... WHATEVER. I just care that its interesting and doesn't waste my time. There are plenty of wonderful examples of linear and non-linear plots in games.
Also, giving a player choice isn't how every game needs to be done... jeez!"