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| Missions and Structure in TPP | |
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| Tweet Topic Started: Jun 19 2015, 11:43:57 PM (802 Views) | |
| angryification | Jun 19 2015, 11:43:57 PM Post #1 |
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Light Infantry
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I can't help but feel that the episodic nature of TPP will take away from the immersion of the game. In MGS1-4, I was absorbed in the story because of the linearity of it, but in PW, I barely paid attention to the story. Part of me was getting bored with the annoying mech battles that didn't seem to serve much of a purpose (apart from getting mechs for Outer Ops). (The other part of me was getting bored of how each mission was basically "sneak to this point" or "call in loads of supplies so you can fire rockets at this AI weapon"). Anyway, I felt that I didn't pay attention enough to the story in PW because it felt fractured and I hope this isn't the case in TPP - I'm hoping each mission serves a better purpose. Also, does anyone else feel that PWs extra ops missions were quite lazy? Many of them were "defeat a harder version of this boss by calling in supply drops every five seconds" or "fulton everyone". I hope this is not the case in TPP. Does anyone else have any concerns specifically relating to the mission structure? Since it may be a divisive topic for older Metal Gear fans, I though I'd make a thread about it. |
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| OMG_Its_Grayfox | Jun 19 2015, 11:48:40 PM Post #2 |
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Snake Beater
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I've been a Metal Gear fan since 1998, and I also enjoyed Peace Walker, however, I'm not concerned in the least with the pacing or immersion in MGSV. Based on all the actual gameplay footage I've seen for MGSV, I'm fairly convinced that we will not have a repeat of Peace Walker in regards to seemingly pointless cookie cutter side-ops or issues with a fractured plot. I believe that all missions, including side-ops, will be seamless and will flow epicly into epic cutscenes of epic. Also, I want a damn crab battle side-op. Edited by OMG_Its_Grayfox, Jun 19 2015, 11:49:53 PM.
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| Not for any nation. Not for any ideology. Not for justice. Not for honor. Not for power. Not for the future. Not for love. Not for peace. ONLY FOR REVENGE. | |
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| SlyIsSNaKe | Jun 19 2015, 11:53:57 PM Post #3 |
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Hi-Tech Soldier
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Nope no concerns since Big Boss is supposed to be a mercenary and we are playing out that role. We actually have to take care of Mother base and we see alot of scenes there too. I love how the credits role in the beginning of the mission during gameplay like MGS1. |
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| OMG_Its_Grayfox | Jun 19 2015, 11:57:05 PM Post #4 |
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Snake Beater
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Agreed. Edited by OMG_Its_Grayfox, Jun 19 2015, 11:57:40 PM.
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| Not for any nation. Not for any ideology. Not for justice. Not for honor. Not for power. Not for the future. Not for love. Not for peace. ONLY FOR REVENGE. | |
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| Whiskey Grin | Jun 20 2015, 12:54:18 AM Post #5 |
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Forever The Underachiever
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I'm not too worried about the setup. If anything it grants the player more freedom to choose the pace of the game. No, it will not be as smooth and fast as a more linear game, but MGSV gives the player the option of choosing to do some other side missions, build up MB, or develop new gear to extend the game a bit longer. On the other hand; if a player wishes to skip some of the side missions and other components of the game to focus on the main story, then they can. |
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| big_boss1988 | Jun 20 2015, 09:46:20 AM Post #6 |
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I Am The Hype
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First thing that pumped into my mind when I saw the credits in the mission was the music of the first section of MGS1. The one that you wait for the cargo elevator. |
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| DoctorSnake | Jun 20 2015, 01:07:14 PM Post #7 |
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Jail Guard
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Damn, no matter how many times, or how long it's been since I last watched, that opening and that music take me right back. Amazing stuff. |
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| angryification | Jun 20 2015, 01:55:10 PM Post #8 |
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Light Infantry
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Surely, it would not have as much of an effect if it is overdone? |
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| SlyIsSNaKe | Jun 20 2015, 02:35:39 PM Post #9 |
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Hi-Tech Soldier
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You're thinking too much of PW and GZ where missions are menu based. Due to the open world and open nature of the missions themselves that encourage exploration extends the amount of time between missions and therefore credits. Unless you go back to mother base after each mission, you won't come across the credits so often and even then you will probably come across a cutscene when you do return to mother base. That goes for the longer missions too when you get deeper into the story and those cutscenes start to get longer. |
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| Kitty Hamilton | Jun 20 2015, 02:46:35 PM Post #10 |
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Light Infantry
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It does sound like we're going to have a story to gameplay ratio that's much more in favor of gameplay, which I admit does disappoint me somewhat. I'm hoping that there are plenty of cassette tapes with story related content to tide me over. However, I'm not worried about immersion or the mission structure itself. I quite like the way it seems to work. |
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| Intandem | Jun 21 2015, 01:59:05 AM Post #11 |
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One of the major concerns that the journalists who attended the MGSV preview event is that there is a disconnect between the gameplay and story. Apparently the prologue is an hour long, story intensive interactive cutscene, but after it ends, the game dumps the player in Afghanistan with the main focus being on base building. Apparently there's a lack of plot development within the first chapter of the game, so much so that it is easy to forget about the plot/story while playing. This may just refer to the first chapter, however, and I hope that there are more chapter than just one or two. The first chapter may focus on base building, Motherbase, and strengthening Diamond Dogs, while the other chapters will have a heavier emphasis on story. The story is what I love about MGS, so I hope that there's not a major disconnect between gameplay and the story for long. |
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