pixieface wrote...
You can't compare removing the gameplay from chess to removing the combat from a video game. In the game of chess all you have is chess. In a game, there are multiple facets that draw in an audience that do not involve combat, like story, characters, exploration, and role playing. I said that your analogy is faulty because these two things are not analogous.
Story, characters and exploration you can get from a movie or a book. Role-playing you can get from LARP. A game is exactly this: A form of play or sport played according to rules and decided by skill, strength, or luck. I'm sorry, but the presence of a story in a game is strictly ancillary. It's great that games have developed to the point where you can have a story with characters and such, but a story and characters do not a game make. Sorry to ****** on your bonfire, but if all you want is a story, character arcs and role-play, perhaps you should look for an online World of Darkness group.
Semantics. You get personal satisfaction from overcoming difficult combat and beating records, while you may view story elements as a meaningless but pretty bow that gets in the way of your combat. Another person gets satisfaction from participating in the story and making decisions, while they see the combat as this annoying thing in their way of being involved in the game world.
They are both valid experiences. They both pertain to the way games are made today. And no where did I say anything about watching a cutscene being the story elements I was referring to. I don't like cut scenes either.
No, not semantics. Personal satisfaction is something you get from accomplishment. This isn't up for debate, because you objectively accomplish nothing by skipping the part of the game that requires an amount skill. I'm positive that one can derive satisfaction without overcoming a challenge. I never said or argued otherwise. But the satisfaction of watching a story unfold, again, can be found in several other mediums that are not video
games.
Barely qualified as a game to you. It is still a video game. It is still marketed as such. It is still sold as such. You are controlling a character on screen while solving puzzles, fulfilling quest objectives, exploring L.A., and shooting dudes. Sounds like a game to me. Part of the appeal of L.A. Noire was finding clues, inspecting a scene of a crime, interrogating suspects, putting together a puzzle of whodunnit, and being involved in the "feel" of old L.A. as a police officer, which meant car chases, on-foot chases, and shoot-outs.
You simply cannot do that just watching L.A. Confidential. You cannot be a tangible part of a foreign world and help solve crimes by watching a movie. You can feel this vicariously through the magic of imagination or fanfiction or what have you, but only video games offer an avenue of interactivity that you cannot get anywhere else.
Just because you did not like the game does not make it invalid as a game.
First, I never said it wasn't a game. I said it was
barely a game on the grounds that there are few elements to it that actually require skill and there is no way to lose.
Second, being marketed as something doesn't necessarily mean that that is what it is.
Third, if you want to be a tangible part of the world, guess what? You aren't in L.A. Noire. Because again, no matter what you do, no matter how badly you screw up, nothing in the game changes and you will win regardless. All the gameplay serves to do is prolong the narrative; not to create a challenge or create a multitude of experiences in each playthough, no, it's a movie where every once in awhile you must accomplish some menial task. At least L.A. Confidential is better paced and has better acting. But again, enough about L.A. Noire.
I have a passion for compelling stories and it is BioWare that, currently, does it best. I also enjoy the challenge of combat. There is no where else for me to go to find what I am seeking. But I can understand how someone who is drawn to the stories, the interactivity, and the immersion like me but does not enjoy combat, is not good at combat, or does not have the time for it would appreciate a skip button.
Let me make this very clear: I understand very, very well that someone could enjoy immersion and story over gameplay (yes, GAMEPLAY, combat is merely the form it takes in Dragon Age. If someone doesn't like combat and would rather watch the story, why would that be different in, say, a puzzle game?). What I do
not understand is why they would want to play a game, meaning a form of media that involves challenge and skill, as opposed to other forms of media that tell a story without challenge or skill. Interactivity? Get a CYOA novel.
Why should it bother you if a skip button is optional? They are not taking away anything from you or me by including this.
Because when you make that option available, it ties developers' hands behind their back with what they can do with the combat. Let's use your Bastion example. I love Bastion as well. There's so much interesting exposition that is divulged throughout the simple gameplay. Now say that BioWare wants to have a section that is vital to the plot, and involves the character being in mid-combat as it unfolds much like it happens in Bastion. Well, looks like they can't do it, because they have to accomodate for those players who want to skip all that boring combat nonsense. it makes it
impossible for the developer to integrate the gameplay into the story when you cleave the two elements apart from one another in order to categorize play styles. Is this making ANY sense to you at all?
I think the appropriate thing to do would be to include a story mode, such as what BioWare is doing for Mass Effect 3, but offer extra rewards for the people who put in the effort to surmount different combat challenges. People who enjoy combat would still get the prestige of overcoming a challenge and those who enjoy participating in a story don't have to bother with trophies or what have you, and they can just enjoy what they want to enjoy. Maybe the extra rewards would entice those who are not good at combat to practice and get better in order to earn those rewards, which could potentially increase the hardcore gamer population with time and exposure. Who knows!
And the story itself isn't enticement enough to learn how to play well because...
He has also milked billions (with a "b") of dollars out of consumers with sub-par products while displaying a frankly shocking irreverence for gamers and encouraging an atmosphere of mediocrity and imitation in place of ingenuity and creativity. But hold the phone, ladies and gents, here comes a writer that some feel is sub-par! Sub-par! Oh, my. Someone call da police.
There's no contest here for "who is most what is wrong with gaming", but let's draw some parallels between him and Hepler, shall we?
Sub-par products? Well, that parallel makes itself, doesn't it? Luckily Hepler only has so much control in BioWare.
irreverence for gamers? Like Hepler wants less of
absolutely everything in RPGs besides her stories?
Encouraging mediocrity and imitation in place of ingenuity or creativity? I think SW:TOR did that well enough on its own lolololol
I think it's clear what is wrong with gaming. Appealing to the masses at the expense of quality. That's effectively what they both want.
Modifié par batlin, 24 février 2012 - 08:54 .