Of course it's possible just as it's possible to have a single take camera too like in GoW. Doesn’t mean every game should be expected to have it. We're not talking about changing the game design so that all games are the same. When I say "expected" I'm talking about predictability within a given game, not expected for every game.
You were talking about a game being unpredictable. Not what you can do if you change the game entirely to a mute who teleports to confined spaces where again some mechanics are disabled. Unpredictability in half life would be if in some level Gordon got a dialog choice and he spoke. That would be unpredictable for that given game.
I'm only making the point that in Witcher 3's open world going up to somebody and pressing A to set off a quest is the predictable mechanic/thing and in TLOU progressing through a linear level and triggering cutscenes is the predictable mechanic/thing. So when Witcher breaks that it's even more unpredictable.
In TLoU, the predictable things are moving, shooting, crouching, crafting, shooting enemies harm/kill them, etc. Its a problem when the cutscene triggering involves taking away agency of those in unnatural ways, like the character suddenly deciding he'll move himself and complete throw off any possible approach you could've come up with. Or NPCs that should've been killable in a given situation (a combat encounter), but are inexplicably invincible until the game decides its the correct time.
How would it warn you of a cutscene setting up the next section of the game? With a prompt saying "you are about to progress in the game do you want to continue?".
With hints and implications. Like a pilot screaming "Get in the chopper JC! Time to go to New York!", then you walk up to the chopper and press the action button.
And maybe I didnt want to get on my horse or maybe I did but Roach was disabled for some inexplicable reason, or maybe in half life I didn't want to listen to G-man on a floating island but I was just magically transported there.
And i said The Witcher 3 isn't a good example of game design, just less jarring. And also i still want to see that scene since i don't remember it.
And trying to literally use the ending scene of Half Life isn't gonna cut it, you just defeated the final boss and jumped into the teleporter, game is over, you're just seeing the epilogue, the closing curtain. And you
knew the mechanic behind teleports, you know what they do, they... teleport you.
Tell me what's the difference between a level loading and putting you in a specific starting spot or a cutscene triggering and putting you in a specific starting spot? That's the starting spot for that level/section. So I'm not sure what you mean by maybe you wanted to go left or right when he starts the section behind the car. You can go wherever you want from there.
It depends on the exact circunstances, how its presented to the player, and the game mechanics.
>Walking into an enemy camp, seeing a vent to the side and crawling through it is completely natural - regardless of that being the only way in or not.
>Walking into an enemy camp, having the control snatched from your hand and being forced to watch the character crawling through the vent on the side, is not natural.
How so when I just gave you the example of using a cutscene to put the player on a horse at a specific starting spot determined by the game?
And as i explained, The Witcher 3 isn't an exemplary case, and i want to see that scene.
What do you mean by affect you mechanically? Yes it would when you change locations it's choosing if you went left or right. When it puts you on a horse it's choosing what you did in that cutscene. What's the difference?
It means the game making choices for you, even if there's only one choice to make. And situations where it changes locations during the game are either rare or forewarned. And again, i want to see that scene so i can judge the circumstances.
Witcher at some points even disables calling Roach and or disables fast travel too without explanation.
Its highly dependent on whether that makes sense or not, also if there's consistency to when those happen.
Elden Ring for example disables fast travel inside unbeaten dungeons and has specific locations where the horse is disabled. The game doesn't do that elegantly as it doesn't explain the whys, but it does warn exactly where you can't use your horse and you know under what circunstances fast travel is disabled, aka its
predictable and
consistent.