
Originally Posted by
Solgrim
Well, see Kane and Lynch aren't sociopaths, they aren't putting on a show for the public, they are very hard to approach troubled men thanks to the things they have done in their life, and it reflects in their speech and actions. I say Marston would have to be one, because you wouldn't think he had done many bad things by talking to him, he puts on a face that everyone can warm up to. I don't believe he's a sociopath though, I just think he's written a little backwards. That isn't to say he's an unlikable character.
As for making an open world game rich in character development and story content, it's not a matter of how it was structured, it's a matter of the pay off after returning to the story after 7-8 hours of dicking around. Mexico should have been written and directed a WHOLE lot better than it was. McFarlane ranch was the best segment in my opinion because it slowed its pace while keeping the gameplay moving and told a nice little sub story with lots of drama that centered on the area of the Ranch and nothing else. It was focused on one area much like some western films are. They hit this stride again with Marston's family segment, but I felt like that wasn't as polished as the Ranch segments. The Ranch was a glorified tutorial which in turn allowed that part to do its own thing and not hurry along. I feel like the rest of the game (or at least a lot more of it) should have had this same mentality tutorial or not.
They also did a nice job of revisiting the McFarlane's again later on to get the cattle. That was a moment of the kind of character development in an open world that I'm talking about. I wish they'd let Marston and son stay for dinner before heading home with the cattle though, maybe later that night on McFarlane Ranch, John and Jack could have a heart to heart near the corral or some shit, or on the McFarlane's front porch, sitting in rocking chairs, really slowing down and relaxing. Imagine a moment like that, which wasn't rushed, then imagine the ending after that. How about one with the wife while we're at it? We didn't once see the family sit down talk and eat around the table. Not once did we see John and his wife shoot the shit while laying in bed after a hard day of work. These kind of things can very well be implemented into the open world space without compromising the gameplay. Hopefully this tech will allow that to happen with less effort, and then these open world games can feel less rushed and less like they are conforming to the supposed roadblocks of telling a incredibly rich story within the one medium that has the most room to breath as a story telling product.