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50°

Does Perspective Affect Storytelling in Games?

Hardcore Gamer: The beauty of the third-person perspective alongside the heavy use of cinematics in The Last of Us is that it allows players to experience what Joel experiences while allowing them to distance themselves from him. Infinite's strict first-person perspective grants players the ability to fully immerse themselves in the story it tells, and lets them feel like the heroic protagonist.

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hardcoregamer.com
Canary4749d ago

Perspective alters storytelling in every medium. What is this, a 6th grade English class?

pixelsword4749d ago

The cause and effect of summer vacation.

theDECAY4749d ago

I feel like TLOU ruined Infinite for me a little. When I played Infinite I was like, "wow, that was a great game. The gameplay needs some work, but what a great story that I think makes sense in my head." Then I played TLOU, and to me, every part about it was done better than Infinite.

Wni04749d ago

Bioshock had gameplay? Other than shooting people in the face?

Ezz20134749d ago

TLOU Ruined every game to me

and what funny i found out that i'm not the only who feel that
i found tons of topics every where ppl saying the same thing

xBigxBossx4749d ago

It seems the author personally just gets more immersed in FPS rather then TPS.

40°

TLOU Part 3 Story May Explore Congregation Of Immune People;Part 2 Initially Had Dynamic Time Of Day

The story in part 3 of Sony Interactive Entertainment and Naughty Dog's The Last of Us series may explore a "congregation of immune people."

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twistedvoxel.com
DivineHand12574d ago

Part 3? I thought Niel Druckmann said there will be no part 3.

50°

Ex-Naughty Dog Dev: Big Studios Are 'Forced' to Hire Like Factories

Former Naughty Dog artist Gabriel Betancourt explains why the "sweet spot" for game teams is under 200 people and how AAA "factories" kill creativity.

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powerupgaming.co.uk
76d ago
phongtro123_com75d ago

There’s definitely some truth to this. When teams get too large, coordination starts to outweigh creativity—layers of approval, risk aversion, and tight deadlines can turn bold ideas into “safe” ones. Keeping a team under ~200 people sounds ideal for maintaining clear communication and a shared vision. That said, massive AAA projects also come with huge technical demands and expectations, so scaling up isn’t always avoidable. The real challenge is figuring out how to keep that small-team creativity alive inside big studio structures.

DarXyde75d ago

More than that, it's logistically untenable. Inevitably, when teams get too large, how do you keep tabs on accountability? I suspect this massive team size is a consequence of the perfectionism streak Naughty Dog has.

I wish we could have so many people working on something and it turns out great because I'm all for collaboration in spirit - the problem is too many people as part of the larger team and smaller units. Suppose for example that you have too many people in the art department; you will very often come up against fiercely competing visions for how things should look. That competitive vision will cause friction between team members, team doesn't work as a unit, the back and forth can further delay parts that the other departments are waiting for, etc etc.

A 200-person team says, to me, that we need to scale back game development. Even if it means we go back to PS2 era costs and scale, why not? Those games are still great fun, the budgets were in check, and you could literally break the 200-man team into like 10 20-man teams working on different projects.

30°

The Last of Us Part I PS5 Review: A Definitive, Pricey Remake

The Last of Us Part I PS5 review covering visuals, combat feel, accessibility, performance modes, and whether it is really worth the asking price of $69.99.

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spawningpoint.com