*** Spoiler warning ***
I just finished STALKER for the first time, experiencing 3 of the 7
different endings by reloading savegames, and watching the other videoclips
on http://stalker.heroesradio.com/index.php , and am amazed at the quality
of these different endings, and the thought that went into them. At the same
time I see a huge opportunity missed, as few players will ever even be aware
they exist.
DeusEx is the game most people think of in the context of RPG/FPS hybrid
with multiple endings. If you've played this game to the end, even if long
ago, you'll still recall there were multiple endings resulting from choices
made in-game, involving allegiance to one of several factions or worldviews.
The need for the player to make a choice was clearly emphasized many times
in the course of the storyline, as it unfolded.
Now, the DeusEx developers themselves said, in postmortem interviews, that
the actual execution of this idea that 'player choices have consequences'
was very weak in the shipped game: It really didn't matter what you did or
who or how many you killed during the course of the game, you simply made a
menu choice in the final dialogue as to which ending you preferred to be a
part of. They also said they hoped to make the decision tree start branching
earlier in the game in sequels; I never finished DX2, so I don't know how
successful they were in this.
But STALKER actually carried out the DeusEx developer's dream: What you do
throughout the entire game determines what 'wish granter' ending you will
see. This in itself to me is quite remarkable. Which ending you see is
determined by several stats and specific actions that accumulate over the
course of the game, and I've never seen this before in any FPS. Quite
remarkable. So what's the problem?
The problem is that these different endings, while brilliant in themselves,
are never even hinted at during the game: this is a storyline, plot, and
continuity issue that demands constant developer attention in the course of
creating the game, and especially in writing the script for the game. The
writer should be preparing the player to think and make choices, coaxing her
along, dropping subtle hints, helping build a mental map in the player's
mind.
Instead what STALKER presents is a myriad of features, excellent in
themselves, but disconnected:
A superior FPS combat system, with lots of weapon choices, incorporating
some stealth aspects, time-of-day, superb AI, good player movement options
and weapon handling (though needing a prone position ala Vietcong).
A large and varied gameworld, with many regions, and things to do, with
dozens of missions, wonderful graphics, soundeffects and atmosphere.
Factions that are potentially at least as good as the ones presented in
DeusEx, that the player could align herself with.
A ratings system that can be used to determine the player's standing within
the gameworld.
The problem is a lack of integration of all these:
Having the player perform multiple minor or major missions, but let him be
blissfully unaware of what effect *how* (or whether) he performs the
missions has on his stats and ratings, and what ending he can expect to see.
Why it might matter what faction he aligns himself with in the overall
picture of playing the game. How would a developer convey this? DeusEx did
it with many diaries and memos to the player expounding on the different
faction philosophies, and dialog with NPCs. Much more of this sort of
communication with the player is needed in STALKER.
Anyway I'm tired of writing, but hopefully the idea is clear: constant
attention to storyline and plot progression is really needed in STALKER.
This does not mean I'm disappointed with the game; far from it. I am in awe
of how good this game is, and look forward to another playthrough, but it is
also very clear that opportunities were missed, opportunities that as a
player, I feel the developers never informed me about, opportunities that
would increase gameplay satisfaction and immersion, due partly perhaps to
not having sufficient resources or time to complete the necessary
programming, but just as importantly due to not communicating with the
player during the course of the game, which is a writing and gamedesign
issue.
rms
Brian Siano - 14 Aug 2007 14:42 GMT
> *** Spoiler warning ***
>
[quoted text clipped - 4 lines]
> time I see a huge opportunity missed, as few players will ever even be aware
> they exist.
[...]
> Anyway I'm tired of writing, but hopefully the idea is clear: constant
> attention to storyline and plot progression is really needed in STALKER.
[quoted text clipped - 7 lines]
> player during the course of the game, which is a writing and gamedesign
> issue.
This was an exceptionally good appraisal of the game.
I'm not sure I'd agree with the issue of how the players' choices affect
the game ending. You seem to say that if Stalker gave players some
signal of how they stand in the game-- whether they're being violent, or
greedy, or whatever measures are important-- that'd help them
strategize. Maybe for a particular ending or final score (i.e.,
congratulations, you're the stealthiest).
I agree, it would, and there are players who'd enjoy this. But _not_
having that feedback was a nice feature for me. I liked the fact that,
unlike in the Deus Ex games, the different endings weren't chosen at one
particular point in the game... and that by the time I reached the end,
the ending was an inevitable consequence of my gameplay.
But I do have a really good suggestion for this issue. Let's say Stalker
didn't spell out your stats as scores... but that the speeches of the
NPCs conveyed how one was doing. One might walk up to an arms dealer and
shop for weapons. If one's been sticking with stealth, and the number of
kills is low, the dealer might say something like "I'm surprised you'd
want a noisemaker like this: people say you've got a light touch.' Or,
if you've been blasting people with high firepower, the dealer might
say, "Now, I've got something a killer like you will love..." Same
information, but presented in a realistic and somewhat ambiguous way.
John Lewis - 14 Aug 2007 17:05 GMT
>*** Spoiler warning ***
>
[quoted text clipped - 4 lines]
>time I see a huge opportunity missed, as few players will ever even be aware
>they exist.
You might want to mail your analysis directly to GSC, the developers.
They are in the midst of generating their next game, a prequel to
STALKER called Clear Sky.
Here is their feedback page:-
http://www.stalker-game.com/en/?page=feedback
John Lewis
Shawk - 14 Aug 2007 17:34 GMT
> I just finished STALKER for the first time,
I'm with Brian. Great write up. Makes me want to try it again and join
a faction (haven't yet)
Memnoch - 14 Aug 2007 23:39 GMT
>> I just finished STALKER for the first time,
>
>I'm with Brian. Great write up. Makes me want to try it again and join
>a faction (haven't yet)
I still have it installed but haven't touched it since I finished it. If you
look around there are some pretty amazing mods for it avaialable now. Realitic
weapons and amunition etc. which seem to be the norm nowadays for shooters so
it should be fun to play through again. They have even managed to put vehicles
back in to the game. Now if only they could have opened the maps up so it is
one large environment which I think is how they were portraying the game
before it was released....
Pete - 14 Aug 2007 17:36 GMT
> *** Spoiler warning ***
I don't agree. If you finish the game with x amount of money, you get
the greed ending. Go back to the bar and buy a bunch of useless crap,
go back to CNP and you get a different ending. That has nothing to do
with the cumulative choices you make through the game, just the number
of rubles you have in your pocket. I thought the endings were pretty
unimpressive and unsatisfying, and failed to live up to the rest of
the game. They were suitably bleak and russian though..
Shawk - 14 Aug 2007 17:56 GMT
> X-No-Archive: Yes
>> *** Spoiler warning ***
[quoted text clipped - 6 lines]
> unimpressive and unsatisfying, and failed to live up to the rest of
> the game. They were suitably bleak and russian though..
Only seen a couple of endings myself (the one's I played). Was tempted
to try the link and equally tempted to play the others. From what
you're saying I should perhaps take a look at that link...
Tim O - 15 Aug 2007 14:52 GMT
>*** Spoiler warning ***
[Possible Deus Ex spoilers in my post]
Nice post... I haven't even played through Stalker yet, but will get
to it soon. My PC getting very long in the tooth, so I've been going
back and playing some old stuff until I feel DX10 stuff is in a
suitable state for an upgrade.
One of the games I'm playing through it Deus Ex:GOTY edition.
I played partially through it years ago, but somehow it lost my
attention. Based on repeated comments about how great it is, I gave it
another shot and I'm having a great time with it.
Not sure how far into the game I am, but I was under the impression
that I had just reached a major decision... Whether to assasinate
Lebadev or protect him by killing Navarre... Without handing me the
whole plot to which ending I'm heading toward, does this decision not
even make a difference, or is the one of the big decisions referred to
and I'm closer to the end than I thought?
I was under the impression that I still had at least a few more hours
to go, and this decision appears to have major game altering affects.
Tim
Heiko Nock - 15 Aug 2007 17:28 GMT
["Followup-To:" header set to comp.sys.ibm.pc.games.action.]
>>*** Spoiler warning ***
> [Possible Deus Ex spoilers in my post]
> Nice post... I haven't even played through Stalker yet, but will get
> to it soon. My PC getting very long in the tooth, so I've been going
[quoted text clipped - 12 lines]
> a difference, or is the one of the big decisions referred to and I'm
> closer to the end than I thought?
It does make a few small differences, but in the end it doesn't change
a lot.
> I was under the impression that I still had at least a few more hours
> to go, and this decision appears to have major game altering affects.
Be glad, you still have most of the game to look forward to.

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Seitdem es Waffen gibt, die ein Volk in Sekunden auszulöschen vermögen,
dürfte der Begriff der Freiheit sekundär gegenüber dem der Existenz
geworden sein. Toten ist die Freiheit gleichgültig.
-- Sigmund Graff
Brian Siano - 15 Aug 2007 18:04 GMT
> One of the games I'm playing through it Deus Ex:GOTY edition.
> I played partially through it years ago, but somehow it lost my
[quoted text clipped - 7 lines]
> even make a difference, or is the one of the big decisions referred to
> and I'm closer to the end than I thought?
Glad to hear you like the game. Generally, your decisions have small
effects on the general gameplay. There will be points at the end where
you must make choices which determine the ending you get. But they're
all at the very end, and you can save the game at that point and try the
different endings.
Tim O - 15 Aug 2007 18:32 GMT
>Glad to hear you like the game. Generally, your decisions have small
>effects on the general gameplay. There will be points at the end where
>you must make choices which determine the ending you get. But they're
>all at the very end, and you can save the game at that point and try the
>different endings.
Thanks for the info, guys. I actually saved the game on the jet right
before I talked to Lebadev in case letting him live had a huge impact
on the game later.
Normally, I'd say that I'd play through again and try for the
different endings, but given the age of this title, and the backlog of
great stuff I have to play, I probably wouldn't wind up investing the
time in replays.
meatnub@gmail.com - 16 Aug 2007 16:13 GMT
I got bored with Stalker after disarming the Psi thing right near the
ending of the game.
First off let's get soemthing straight - all this non-linear , open-
ended free roaming talk is hype. It's a linear. There are fences that
keep you from going wherever you want, and places that you CAN go to
have nothing going on! Oh big deal, i can walk all the way from the
end of the game back to the beginning. What's the point? To kill some
bandits? To explore? Explore what? There's nothing worth exploring and
nothing TO explore anyway.
I thought Stalker was going to have these massive industrial areas
but instead there's a warehouse with a helicopter shot down filled
with mercs and when you come back after emptying the place of the
mercs there's always a few mercs in this one area, a few bandits in
this one other area near the train, and then 1 face sucker. you still
can't go exploring all these buildings and stuff.
stalker got boring fast. mediocre a.i. - they don't even throw
grenades at you! LFMAO
FUBAR'd scripting of missions.
poor scripting of enemies - come on, you kill all the bandits at the
train station and they respawn again?
RESPAWNING OF ENEMIES. see above and please! respawning is so 80's.
at least make the bandits and mercs appear at random places.
and where are all these bandits coming from? are they like al queda ?
kill one but *poof* more are recruited and all this.
trading is pointless. money is pointless. you can get anything you
ever need from what's lying around. the only good the barkeeps are for
is the missions. who doesn't end up with 5 million rubles? there's no
point in spending it!
you can't join the factions! how poorly designed and conceived was
this. "JOIN DUTY JOIN DUTY " and you can't join them. outright stupid!
infantile programming at the best.
you cant join freedom either.
then if you do kill freedom or duty out in the wild, the opposition
finds out and you're an enemy for life. again poor programming.
if i kill a duty member out beyond the bar, no way anyone in the bar
would know it's me. yet that is what happens and every friggin duty in
the bar and merc wanted me dead so i had to clear the whole place out.
very, very lame. a promising game but just poorly excuted. will NOT be
buying any more from those slackers.
BRING ON BIOSHOCK COD4 ASSASSIN'S CREED CRYSIS and many more fine
games to come.