In Exile wrote...
Why do you think accesiblity means pandering? I disliked RPGs with a passion until KoTOR because they just came with a tome and threw you at the game, either expecting you to read the manual and run simulations, or expecting that you had prior experience with D&D.
Yet at this point RPGs are by far my favourite genre. Did KoTOR 'pander' to me?
There is a difference between someone who simply knows what an RPG is and likes another short of game (so, for example, I have a friend who's been a competitive FPS player since CS and won't touch a Bioware game until it's basically CS) and someone who does not know what games are.
Games that have a non-intuitive learning curve (e.g. development statistics, development paths, inventory management, unit production, etc.) are going to have to create a learning environment for the player.
Take TW2 - it's a brilliant game. Maybe it's a game that 3 million people would love to play. But if 2 million of them drop the controller in frustration, that's not a good sign, and it doesn't need to happen.
For whatever reason, you've construed accesibility with dramatic and unwarranted changes to the game's key structure. Like I said in the TW2 thread where we talked about an 'easy mode' - making something accesible does not mean wholesale changing anything about the game.
I
know that it means pandering. When a developer talks about making his product more accessible he's trying to pander to a different audience. Basically, he's trying to broaden the appeal of the product. But in doing that he also thins out the product. Therein lies the problem. If you spend a lot of time on constructing all these different difficulty modes and tutorials you're not going to be spending time constructing other arguably more important things. Once again, zots are limited.
As for Knights of the Old Republic I actually think that game is a good example of refinement over accessibility. Granted, it might have been a bit on the easy side but it isn't really that it was made more accessible. It still operated on the same dice rolls, rules and whatnot. It's just that it was a lot nicer to play and look at because of the glossy presentation. BioWare didn't have to turn it into a shooter or button masher in order to appeal to people. They just made it look good. Most gamers are awfully shallow so this goes a long way.
If The Witcher 2 had followed your ideas it's likely that it would have ended up another Dragon Age II. This would have caused me and countless of other players to drop the controller and not out of frustration. We've already had this discussion in another thread and you failed to rise up to my challenge there. I asked you to name a single game which has successfully catered to everyone from newborn baby to grizzled neckbeard. Until you can do that I'll continue believing that it's far better to offer different products than trying to please everyone with the same.
In Exile wrote...
How does this take someone who's never played the genre before and teach them how it works?
It doesn't. It makes them more interested in getting into the game. It makes them more willing to invest that time required to learn as the reward is greater. Do you think The Witcher 2 would have enjoyed the appeal it did if not for how refined it was as a product? That's my entire point. You don't need to dumb down your product in order to make it attractive for new players. The simpler way is to simply make it more attractive. Compare The Witcher to The Witcher 2 for a good example of this.
In Exile wrote...
But think about how you can learn. If I just throw a chess set at you at tell you to play the computer, you'd take much longer and have a much more frustrating time than taking lessons.
More generally, why is it a good thing to have a large amount of rules, none of which interact in intuitive ways?
I think deceptively complex is much better than complex.
I'd likely be a far better player for it. In fact, some of the very best are self-taught. I don't know about you but I like learning. I like having something new thrown at me and then trying to learn it. I don't go online to read FAQs or guides. I simply play and learn from my mistakes. This is what I enjoy in games and part of that is that initial frustration but that goes for all challenges.
And I don't think it's a good idea to have unnecessary rules. That said, I'm sure my definition of necessary differs from your own. A ruleset should be as clean as possible. But still, chess versus checkers. All of the rules in chess are necessary in order to deliver the gameplay it is so famous for. Chess would not work with the same amount of rules as checkers. The same applies to video games. The Witcher 2 would not work with the same amount of rules as Mario.
By all means, trim the fat. Just don't touch the meat. BioWare touched the meat.
In Exile wrote...
I really hate to beat this horse, but do you think TW2 comes with a lot of rules? It's quite basic in terms of how it operates, but quite complex in terms of how it plays.
The Witcher 2 is an action RPG. That said, it does still come with a lot more rules than say Mario.
Modifié par Marionetten, 30 mai 2011 - 11:21 .