![]() Even if you can accept that, the tapes being scattered everywhere is another obstacle. When System Shock came out, everyone expected that by now we'd all be using videophones and the like, as opposed to even voice taking a back-seat to more efficient text-messaging. But with every game that used the technique, the more awkward it became. ![]() Bioshock greatly improved the nature of the stories being told. System Shock 2 added ghosts and very occasional dying people to the mix, where sometimes you could see someone's last moments as well as find it on a tape. The problem is that the trick was so effective that it saw few big updates in the games that followed. There were still living characters around, but either they died just before you met them (Parovski), or were physically separated from you by millions of miles (Lansing, Brocail) or villains (Diego, SHODAN). Unable to think of a good way of doing it, System Shock's designers simply murdered about 99.9% of the cast and never let you meet any that temporarily remained. While the Ultima Underworld games had offered conversation, it was only by cutting away to a different interface that would have broken the mood. The pragmatic origin of Shock's audio-logs too came from the right place. The fate worse than death wearing a former lover's face. The last moments of comfort before the inevitable. ![]() However, it tends to be more powerful still if there is a character to put with it, to add context, a sense of justice or unfairness, or something more than a faceless victim. A physical vignette rewards exploration and contemplation, allowing you to build an image in your head of what happened in a more effective way than actually seeing it - especially in a violent game where blood and guts are a minute-by-minute thing. Like most techniques, there's no need to go with just A or B. Here for instance is a shot that on its own is simply cute, but becomes heartbreaking when you know what's behind it. Vignettes can be awesome and many games set up cool shots like the aftermath of a Fallout poker game gone bad, but I argue that the most effective ones are linked to characters and backstories that you know. It allowed you to literally put the backstory on in the background while exploring, to tell the stories of characters you'd never meet, and to explain what had happened far better than any environmental storytelling at the time could or I'd argue still can. Games had had notes and the like before, obviously, but System Shock pioneered the idea of scattering tapes around empty levels for you to listen to at will. The irony is that originally, the idea of audio logs was to increase immersion in worlds. But I'm still fond of this stupid little trope. they're just filler! Filler that's driving me to madness!" - South Park: The Stick Of Truth more audiologs! They're everywhere! For some reason I keep listening to every minute of every one thinking there'll be some useful information but. I've looked everywhere, but I can't find anything to eat or a clue to get me off the ship.
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