
I finished Alan Wake sometime last week. It had a few problems, but overall was a very immersive experience with a very well done story. Oddly though, I found that the longest and least interactive sequence in Alan Wake was the most memorable and interesting section for me.
Generally, over the last decade or so most designers have been straying away from the dreaded cut-scene, with the reasoning that games are not movies and need to find their own way of conveying their stories. I wholeheartedly agree with this idea, but one of the most common solutions has a serious problem. Mainly, the Half Life 2 approach of never taking control away from the player, but forcing him into a situation where the only thing he can do is stand and watch the events unfolding in front of him, usually a conversation between some major characters. Naturally, this leads just about everyone to jump around the room like a coked up ferret shooting everyone in the face and throwing all the interactable objects at all the other interactable objects. The reason players do this is simply because they can. There are no repercussions aside from maybe being unable to hear the conversation unfold over your pointless shotgun blasts.
What Alan Wake does is more or less the same approach, but the designers take away just about all the players abilities. In these sequences all Alan can do is walk. He often loses whatever weapons he has on him, so it makes sense that he has none during these parts, and since the enemies only come out at night time, any day sequence is used purely for story advancement. In the section I was referring to earlier, Alan wakes (hurr hurr) up inside a mental clinic after falling from a cliff into a river. Dr. Hartman, a character Alan despises, runs the clinic and spends the entire section trying to convince him that everything that has happened since the opening of the game has not been real and has been one of many “episodes” Alan has suffered since his wife drowned. Alan immediately rejects the idea, but Dr. Hartman keeps pushing him until I as a player almost believed him.
Being forced to slowly walk around a mental clinic listening to a doctor droll on for around ten minutes sounds like a terrible way to utilize a video games interactivity to tell a story. Yet, because I am able to control the main character I typically feel more attached to him or her than in any other form of a story. When I started to doubt Alan’s belief, all kinds of repercussions started to flash through my head about what it would mean for Alan were Dr. Hartman’s words true. Because I had spent the last four hours playing the events the doctor was claiming to be false I felt incredibly more attached to them than if I had simply watched them unfold.
Alan Wake’s uses of semi-interactable sequences are successful because they make the player care. In contrast, by the time I got to any of these sequences in Half Life 2, all I had done is blow stuff up in an awesome propeller boat. I had little interest in the story because so much of the game had been the journey and that was clearly the interesting part. By the time Half Life 2 Episode 2 came out however, I was a lot more invested in the relationship between Gordon and Alyx. By the end of Episode 2 I completely cared about their relationship and the one between Alyx and her dad so I tended to be less of a coked up ferret and more of a patient listener.



