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Off-Topic General Discussion - Page 2917

Forum Index > The Shopkeeper′s Inn
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Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 08 2014 19:54 GMT
#58321
Eh... I don't agree with that. That feels like one of those "lowest common denominator" type things. Just because someone else is lazy and impatient doesn't mean I want games dumbed down to their level. If a game can be designed to do it fluently, sure, great, 100 points, but I don't feel the need for a game to bend over backwards for someone who can't be bothered to sit and read or hell, watch a cutscene.
It's your boy Guzma!
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2014-09-08 19:56:21
September 08 2014 19:55 GMT
#58322
On September 09 2014 04:47 TheYango wrote:
Well, Egoraptor's idea of conveyance is also that the game should be presented in a way that the gameplay still presents you with all the necessary elements even if you spam A/X and ignore the game because that's what 99% of players actually do rather than reading manuals/tutorials.

Again, this sounds retarded to someone who actually plays a lot of these games and puts a legitimate effort into learning how to play the games they play, but purely from a game design standpoint where you're trying to market exactly to those people who A/X through shit and skip tutorials, it's sort of valid.

Which just boils down to "I don't want to listen to the story in this story based game." to me. At which point, just pop in the Call of Honor: Modern Battlefield and shoot things.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-09-08 20:05:10
September 08 2014 20:04 GMT
#58323
On September 09 2014 04:55 Gahlo wrote:
Which just boils down to "I don't want to listen to the story in this story based game." to me. At which point, just pop in the Call of Honor: Modern Battlefield and shoot things.

I mean, there are definitely games that can tell a story through gameplay and not through cutscenes and huge swaths of text. It's just that the number of games that have done so successfully in the history of gaming can probably be counted on one hand.

On September 09 2014 04:54 Requizen wrote:
That feels like one of those "lowest common denominator" type things. Just because someone else is lazy and impatient doesn't mean I want games dumbed down to their level.

That's modern game design for you.
Moderator
WaveofShadow
Profile Blog Joined April 2010
Canada31495 Posts
September 08 2014 20:16 GMT
#58324
So much I want to say but can't cause at work
Argh
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
September 08 2014 20:36 GMT
#58325
Wave pls you and everyone else here talks WAY more when theyre at work than otherwise.
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Gahlo
Profile Joined February 2010
United States35174 Posts
September 08 2014 20:44 GMT
#58326
On September 09 2014 05:36 GhandiEAGLE wrote:
Wave pls you and everyone else here talks WAY more when theyre at work than otherwise.

Don't talk like you know me.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
September 08 2014 20:55 GMT
#58327
The solution is to only play games like Antichamber and The Stanley Parable.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
kainzero
Profile Blog Joined January 2009
United States5211 Posts
September 08 2014 20:59 GMT
#58328
On September 09 2014 04:21 Requizen wrote:
Show nested quote +
On September 09 2014 04:12 TheYango wrote:
So you think that it's categorically wrong to say that hard railroading is an awful way to use story elements to restrict gameplay?

I get what you're saying, but come on, explicit railroading has always been acknowledged as a really shitty way to limit the player's experience and to present story. There are a lot of ways you can restrict a player's movement in the game and developers have learned over the years to present them in ways that are less jarring to the player. It's why modern game developers tend to try much harder to hide railroading elements behind fake choices and other things because they'll get called out on explicit railroading.

But the implication was that railroading was fine as long as there was no story and you had to figure it out yourself, which is bad. Explorative railroading is still railroading. While LTTP was more open as to where you could go and what you could do in what order, there were still (if I recall correctly, it's been a while since I played it) certain things you had to do in a certain order because you needed specific items to do them.

This is still railroading, but it doesn't feel like it because instead of having a text that says "You can't go into this dungeon until you have X item", you just can't get there until you have X item. And funnily enough, he praises A Link Between Worlds, when it was pretty heavy on which dungeons you could and couldn't get to via items.

Did we play the same Link Between Worlds? Wasn't the second half of the game in the Dark World entirely open?

(Which is funny because that's actually one of the things I didn't like about the game.)

On September 09 2014 04:54 Requizen wrote:
Eh... I don't agree with that. That feels like one of those "lowest common denominator" type things. Just because someone else is lazy and impatient doesn't mean I want games dumbed down to their level. If a game can be designed to do it fluently, sure, great, 100 points, but I don't feel the need for a game to bend over backwards for someone who can't be bothered to sit and read or hell, watch a cutscene.

Isn't what's going on now the opposite of what you stated? There is so much visual clutter, cutscenes, tutorials, it really bothers me.
Gahlo
Profile Joined February 2010
United States35174 Posts
Last Edited: 2014-09-08 21:04:14
September 08 2014 21:03 GMT
#58329
On September 09 2014 05:59 kainzero wrote:
Show nested quote +
On September 09 2014 04:21 Requizen wrote:
On September 09 2014 04:12 TheYango wrote:
So you think that it's categorically wrong to say that hard railroading is an awful way to use story elements to restrict gameplay?

I get what you're saying, but come on, explicit railroading has always been acknowledged as a really shitty way to limit the player's experience and to present story. There are a lot of ways you can restrict a player's movement in the game and developers have learned over the years to present them in ways that are less jarring to the player. It's why modern game developers tend to try much harder to hide railroading elements behind fake choices and other things because they'll get called out on explicit railroading.

But the implication was that railroading was fine as long as there was no story and you had to figure it out yourself, which is bad. Explorative railroading is still railroading. While LTTP was more open as to where you could go and what you could do in what order, there were still (if I recall correctly, it's been a while since I played it) certain things you had to do in a certain order because you needed specific items to do them.

This is still railroading, but it doesn't feel like it because instead of having a text that says "You can't go into this dungeon until you have X item", you just can't get there until you have X item. And funnily enough, he praises A Link Between Worlds, when it was pretty heavy on which dungeons you could and couldn't get to via items.

Did we play the same Link Between Worlds? Wasn't the second half of the game in the Dark World entirely open?

No, + Show Spoiler +
there was 1 or 2 dungeons that you needed to lift massive boulders for, which required the glove(?) from another DW dungeon and the game never told you.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2014-09-08 21:09:30
September 08 2014 21:08 GMT
#58330
On September 09 2014 05:59 kainzero wrote:
Show nested quote +
On September 09 2014 04:21 Requizen wrote:
On September 09 2014 04:12 TheYango wrote:
So you think that it's categorically wrong to say that hard railroading is an awful way to use story elements to restrict gameplay?

I get what you're saying, but come on, explicit railroading has always been acknowledged as a really shitty way to limit the player's experience and to present story. There are a lot of ways you can restrict a player's movement in the game and developers have learned over the years to present them in ways that are less jarring to the player. It's why modern game developers tend to try much harder to hide railroading elements behind fake choices and other things because they'll get called out on explicit railroading.

But the implication was that railroading was fine as long as there was no story and you had to figure it out yourself, which is bad. Explorative railroading is still railroading. While LTTP was more open as to where you could go and what you could do in what order, there were still (if I recall correctly, it's been a while since I played it) certain things you had to do in a certain order because you needed specific items to do them.

This is still railroading, but it doesn't feel like it because instead of having a text that says "You can't go into this dungeon until you have X item", you just can't get there until you have X item. And funnily enough, he praises A Link Between Worlds, when it was pretty heavy on which dungeons you could and couldn't get to via items.

Did we play the same Link Between Worlds? Wasn't the second half of the game in the Dark World entirely open?

(Which is funny because that's actually one of the things I didn't like about the game.)

The last half of the game is pretty open (assuming you just buy/rent all the right items) but the first half is fairly well railroaded imo. Not so much as other games, but enough to invoke irony in his complaints about it.

Show nested quote +
On September 09 2014 04:54 Requizen wrote:
Eh... I don't agree with that. That feels like one of those "lowest common denominator" type things. Just because someone else is lazy and impatient doesn't mean I want games dumbed down to their level. If a game can be designed to do it fluently, sure, great, 100 points, but I don't feel the need for a game to bend over backwards for someone who can't be bothered to sit and read or hell, watch a cutscene.

Isn't what's going on now the opposite of what you stated? There is so much visual clutter, cutscenes, tutorials, it really bothers me.

What do you mean? I like when cutscenes and conversations explain what you're trying to do, or when tutorials are fluid in the game. I don't like when the game has to have a big pointing arrow to tell you what to do because you didn't read the quest text/listen to what a character was saying.

I don't like where many games are today. There are plenty of games that don't do these things, but there are lots of "mainstream" games that treat their audiences as dumb as possible.

On September 09 2014 06:03 Gahlo wrote:
Show nested quote +
On September 09 2014 05:59 kainzero wrote:
On September 09 2014 04:21 Requizen wrote:
On September 09 2014 04:12 TheYango wrote:
So you think that it's categorically wrong to say that hard railroading is an awful way to use story elements to restrict gameplay?

I get what you're saying, but come on, explicit railroading has always been acknowledged as a really shitty way to limit the player's experience and to present story. There are a lot of ways you can restrict a player's movement in the game and developers have learned over the years to present them in ways that are less jarring to the player. It's why modern game developers tend to try much harder to hide railroading elements behind fake choices and other things because they'll get called out on explicit railroading.

But the implication was that railroading was fine as long as there was no story and you had to figure it out yourself, which is bad. Explorative railroading is still railroading. While LTTP was more open as to where you could go and what you could do in what order, there were still (if I recall correctly, it's been a while since I played it) certain things you had to do in a certain order because you needed specific items to do them.

This is still railroading, but it doesn't feel like it because instead of having a text that says "You can't go into this dungeon until you have X item", you just can't get there until you have X item. And funnily enough, he praises A Link Between Worlds, when it was pretty heavy on which dungeons you could and couldn't get to via items.

Did we play the same Link Between Worlds? Wasn't the second half of the game in the Dark World entirely open?

No, + Show Spoiler +
there was 1 or 2 dungeons that you needed to lift massive boulders for, which required the glove(?) from another DW dungeon and the game never told you.

Oh yeah, also that. I had forgotten about how obvious + Show Spoiler +
it was that the glove was needed in some areas and how much became available after you got it.
It's your boy Guzma!
Parnage
Profile Blog Joined February 2010
United States7414 Posts
Last Edited: 2014-09-08 21:22:15
September 08 2014 21:20 GMT
#58331
Whelp, I just rage quit a Shogun 2 campaign. I kinda wanna punch a orphan wearing an Oda shirt. Also, never really got Zelda games. Think they are overhyped and loved. Maybe it's because I deal with a zelda fanboy and on occasion have to mention the cdi games just so he doesn't force me to hurt him physically.

More positive note, https://www.humblebundle.com/store has Warlock: Master of the Arcane free right now so go pick it up.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Gahlo
Profile Joined February 2010
United States35174 Posts
September 08 2014 21:20 GMT
#58332
On September 09 2014 06:08 Requizen wrote:
What do you mean? I like when cutscenes and conversations explain what you're trying to do, or when tutorials are fluid in the game. I don't like when the game has to have a big pointing arrow to tell you what to do because you didn't read the quest text/listen to what a character was saying.

I don't like where many games are today. There are plenty of games that don't do these things, but there are lots of "mainstream" games that treat their audiences as dumb as possible.

Nothing makes me more embarrassed for gaming hand holding than the Fable golden trail.
Alaric
Profile Joined November 2009
France45622 Posts
September 08 2014 21:24 GMT
#58333
Don't forget about all the QTE. The future of interaction! You'll so immersed.

Also the solution is obviously to go back to games without any information inside whatsoever and massive paper instruction booklets, along with physical releases-only, so as to fight against piracy. Download the game! You won't know how to play it anyway.
Cant take LMS hipsters serious.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 08 2014 21:24 GMT
#58334
On September 09 2014 06:20 Gahlo wrote:
Show nested quote +
On September 09 2014 06:08 Requizen wrote:
What do you mean? I like when cutscenes and conversations explain what you're trying to do, or when tutorials are fluid in the game. I don't like when the game has to have a big pointing arrow to tell you what to do because you didn't read the quest text/listen to what a character was saying.

I don't like where many games are today. There are plenty of games that don't do these things, but there are lots of "mainstream" games that treat their audiences as dumb as possible.

Nothing makes me more embarrassed for gaming hand holding than the Fable golden trail.

Ugh, for a game that was mostly pathways with very little actual exploration, it sure made it obvious which was the right one to walk down.
It's your boy Guzma!
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 08 2014 21:26 GMT
#58335
On September 09 2014 06:24 Alaric wrote:
Don't forget about all the QTE. The future of interaction! You'll so immersed.

Also the solution is obviously to go back to games without any information inside whatsoever and massive paper instruction booklets, along with physical releases-only, so as to fight against piracy. Download the game! You won't know how to play it anyway.

Seems to have worked with Dark Souls (except without the paper instruction).

I don't mind QTEs in moderation. Having a zombie jump on your face and then spamming X as hard and fast as you can makes an appropriately tense frantic moment.
It's your boy Guzma!
Parnage
Profile Blog Joined February 2010
United States7414 Posts
September 08 2014 21:29 GMT
#58336
I'd love to see a return to game manuals and a game focusing on it's world and events and not "hey new player, this is how you attack, press b to hit!" nothing kills the mood more then pulling you out of the game for a fucking obvious tutorial.
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 08 2014 21:32 GMT
#58337
Honestly I didn't really mind it back in the day. Remember Half-Life and the training section you went through before starting the game proper? I loved that, it felt like a rundown of all the necessary skills and fit in the game (yay on-site training).
It's your boy Guzma!
Parnage
Profile Blog Joined February 2010
United States7414 Posts
September 08 2014 21:38 GMT
#58338
To me, a tutorial is best served in the manual or ideally in a tutorial that isn't a tutorial so much as a let's inform the player on what they are going to expect/need to do without blatantly coming out and saying "hey dot his to do this"
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
Scip
Profile Blog Joined April 2010
Czech Republic11293 Posts
September 08 2014 21:53 GMT
#58339
On September 09 2014 06:20 Parnage wrote:
Whelp, I just rage quit a Shogun 2 campaign. I kinda wanna punch a orphan wearing an Oda shirt. Also, never really got Zelda games. Think they are overhyped and loved. Maybe it's because I deal with a zelda fanboy and on occasion have to mention the cdi games just so he doesn't force me to hurt him physically.

More positive note, https://www.humblebundle.com/store has Warlock: Master of the Arcane free right now so go pick it up.

samurai are overrated and katanas are shitty swords
"It may be pleasurable for some of us to imagine being ravished" - Christopher Hitchens in a debate with feminists RIP 2011 Psalm 2:9 You shall break them with a rod of iron
Requizen
Profile Blog Joined March 2011
United States33802 Posts
September 08 2014 22:00 GMT
#58340
Time to go home and level my Hunter. Aw yisssss
It's your boy Guzma!
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