半条命:“什么是过场?”
合金装备:“什么是游戏?”







好了不皮了,说正经的,在模糊过场和游戏内容的界限方面,两个游戏都是教科书级别的,在这个问题上非常有参考价值。
半条命通过场景互动来实现这个目标,MGS通过聪明的镜头转换以及Letterbox来实现类似的效果,都非常巧妙。
另外在半条命2:第二章开头大桥崩塌的部分,解说音轨里开发人员还提到了Vista(远景)这个概念:
"The view of the ruined yet still dangerous City 17 is a good example of a classic Half-Life vista. Vistas are sweeping scenes where many elements of design come together. This one reminds the player of what he accomplished in Episode 1, while setting up the threat that will hang over the rest of Episode 2. It establishes the mood with a stunning skybox and shader effects; shows off believable character responses, and also literally sets the episode into motion. When the player looks at the scene, a device called a 'look trigger' sets off the portal storm, which causes the bridge to collapse, using Valve's new 'Cinematic Physics' which we will be showcasing throughout the episode."