Справочник Пользователя для Magnavox Trigger Happy

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Trigger Happy 
172 
 
discontinuous break between gameplaying, which still 
has no story to speak of, and watching, which bears all 
the narrative load. In general the player runs around 
fighting, solving puzzles and exploring new areas, and 
once a certain amount of gameplay is completed, he is 
rewarded with a narrative sequence that is set in stone 
by the designer. This alternation of cut-scenes and 
playable action delivers a very traditional kind of 
storytelling yoked rather arbitrarily to essential 
videogame challenges of dexterity and spatial thought. 
Why “arbitrarily?” Well, it is as if you were reading 
a novel and forced by some jocund imp at the end of 
each chapter to win a game of table tennis before being 
allowed to get back to the story. Actually, with some 
games it’s worse than that: it’s the other way around. 
You really want a good, exciting game of Ping-Pong, 
but you have to read a chapter of some crashingly dull 
science-fantasy blockbuster every time you win a game. 
Where’s the fun in that? 
 
How many roads must a man walk down . . . 
Several videogames, however, are a little more 
sophisticated (in a purely narrative sense), in that they 
decide which FMV sequences to play at any particular 
time according to what the player has done so far. This