slimgrin wrote...
This isn't about personal tastes, but whether the progression in the game feels forced or not.
Itals mine. Ye gods.
slimgrin wrote...
This isn't about personal tastes, but whether the progression in the game feels forced or not.
Guest_slimgrin_*
SchaerMann30 wrote...
Hm... Only played part of the demo so far, but Lauren, take a nice hard honest look at your life sometime. Can you honestly say you have all the choices you might like, or that you can do the things you might wish without consequences? Or maybe you somehow manage to be prepared for everything that comes your way?
I'm sorry, argument invalid. This wasn't sloppy game design; it was brilliant game design. ME2 thus far is a fairly good mirror of life and the choices therein. There really are choices that black and white, you know, and it really is lose/lose every time; it's also the way life goes. So, while ME2 and DA:O may be linear, so are each of our lives, regardless of the illusion we feed ourselves to the contrary.
So, not trying to sound like a fanboy here; just presenting a counter-argument which I think people should think over. Who knows, it may have validity?
Modifié par slimgrin, 27 juin 2010 - 07:52 .
"Not all game design has the same purpose" is "weak relativism"?slimgrin wrote...
I read your response, and the first part about game design, which teeters on the brink of weak relativism.
This isn't about personal tastes, but whether the progression in the game feels forced or not.
Action-RPG. Says so in all the reviews.To me, its essentially an action game,
Still not about personal tastes though, right?a more one dimensional experience than it could be
Modifié par Christmas Ape, 27 juin 2010 - 07:42 .
Guest_slimgrin_*
Christmas Ape wrote...
"Not all game design has the same purpose" is "weak relativism"?slimgrin wrote...
I read your response, and the first part about game design, which teeters on the brink of weak relativism.
But I'm not merely uttering it. It has been explained that they're mistakes, and it has been explained why they're mistakes. You're fully entitled to disagree, but to say that I haven't backed up my end of the debate with logic is entirely untrue.Christmas Ape wrote...
"Proper game design" is not one of the secret names of God, merely uttering it does not give you the point of authority.
Again, no. I'm not suggesting the developers give the players warning or that the player resort to websites or journals. I'm suggesting the developers avoid locking the door and forcing the player to go through the window.Completely irrelevant, as is your hypothetical movie which shares Dragon Age's problems. As part two of a trilogy, Mass Effect 2's ratio of answer to remaining question is a matter of personal taste.
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No, it's apparently about them writing the story to fit your preferred concept of the game progression. And they didn't have to ask you. Apparently millions of people liked it fine.
You're focusing too much on the end. The suicide mission is a moot point if the player can't even get that far.And fortunately, the game is designed so that you can. There might be losses. But the most prominent text on the back of the box is They don't expect you to survive. By the time you can access the suicide mission, you can complete it. With casualties? Yes. I'm going to say it again. SUICIDE MISSION.
slimgrin wrote...
No, you reducing every argument to a matter of personal taste is. Nothing in the game is done well or poorly, its all a matter of personal preference.
Neotribe wrote...
OP
LaurenIsSoMosh wrote...
I attempted Insanity difficulty five times. In the first four, the game broke at Horizon during the boss fights. In my fifth attempt, I only succeeded past that part through exploitation of the mission structure.
The Collector ship is a huge difficulty spike as well, but Horizon is nonetheless a change of pace from the preceding recruitment missions.
LaurenIsSoMosh wrote...
Again, no. I'm not suggesting the developers give the players warning or that the player resort to websites or journals. I'm suggesting the developers avoid locking the door and forcing the player to go through the window.
See, in game design, this cryptoterminology, this ghost that probably doesn't exist outside my imagination
Modifié par AlanC9, 27 juin 2010 - 08:01 .
hawat333 wrote...
In Redcliffe, you can abandon the village. Hell yeah, it will have
consequences. What would you expect from an army of undeads? You
politely ask them to wait because you want to finish making three spring traps in Lothering? So you expect a suit-wearing zombie will pop up with a "Talk to me when assaulting the village is okay for you" sign? Events are taking place, you can participate or sit it out.
It's just lazy writing development, in my opinion
Guest_slimgrin_*
AlanC9 wrote...
slimgrin wrote...
No, you reducing every argument to a matter of personal taste is. Nothing in the game is done well or poorly, its all a matter of personal preference.
Dude, you just said that the question is whether it "feels forced." How can how it feels be anything but a matter of personal taste?
Modifié par slimgrin, 27 juin 2010 - 08:05 .
Modifié par AlanC9, 27 juin 2010 - 08:06 .
Guest_slimgrin_*
AlanC9 wrote...
I've read the rest, slimgrin. You've got nothing except personal taste backing any of this up.
If by "forced," you mean that the player is faced with unpleasant choices, then it's forced. You haven't presented any reason why presenting the player with only unpleasant choices is bad design, as opposed to the kind of game you don't personally like,
Guest_slimgrin_*
Bryy_Miller wrote...
What really annoys me is that more than one person in this thread is acting like the game design is directly linked to the writers.
slimgrin wrote...
AlanC9 wrote...
I've read the rest, slimgrin. You've got nothing except personal taste backing any of this up.
If by "forced," you mean that the player is faced with unpleasant choices, then it's forced. You haven't presented any reason why presenting the player with only unpleasant choices is bad design, as opposed to the kind of game you don't personally like,
How about the term 'on rails' then?
It's the core tenet of game creation. Don't take control away from the player or else you end up with a movie.AlanC9 wrote...
That's the thing; you haven't given any reason why doors shouldn't sometimes be locked. Edit: You've given me reasons why you don't like having the doors locked. Not the same thing.
Normally I do. I was just so surprised that everyone opposed such a simple principle.Just say "good games do X, bad games don't." It's much less pretentious than making declarations about Game Design.
slimgrin wrote...
Bryy_Miller wrote...
What really annoys me is that more than one person in this thread is acting like the game design is directly linked to the writers.
I would say writing, especially in a game like ME2, falls under the category of design. It dictates how events unfold, how the player progresses, the rate of that progression through the story, etc.