Renmiri1 wrote...
Siegdrifa wrote...
I don't know any gamer designer so far that wouldn't feel insulted by players who would like to skip his work.
Yet we skip cutscenes and dialogs all the time. Don't the writers feel offended ?
Perhaps writers are a more mature bunch and know people replay games dozens of times and the repetitiveness of each playthrough can be wearing, not because it is a bad game or bad design. But because humans get tired od endless repetitive work.
I love chocolate but could not eat it every single day for 2 months.
Yet I might play DA every single day for 2 months and I guarantee you no matter how well designed it is, some parts of it will just make me dread replaying it if I have to redo it every single time.
Incidentally, the mandatory combat is one reason I never finished more than 2 complete playthroughs of DAO. It is just too much. I love the game and replay it often but only certain parts of it. Like the Origins and Ostagar. (Curiously the Deep Roads and the Fade missions are two I love to replay). The fight with the archdemon ? Had to do it 5 times, to do all the Ultimate Sacrifice yay or nay / who does it permutations, and hated every single one of them (the castle part, Denerim siege was ok).
Cutscenes and dialogues are narrative elements that rarely operate on the active stage; which is subject to redoundancy more often (and players skiping them to avoid being bored since they are put on a passive stance).
I won't claim it is a second rate aspect of the game; i had to fought reeeaaaallly hard when i was working in the video game industry more than 14 years ago to convice others that story, plot devloppement and complex narration was the future and indispensable element of adventure / rpg gaming, and not just a "we don't care we just want to bash mobs, level up and get better gear" crap writting.
However, the core of he game and it's gameplay should never be skipable, because they are on the active stage and engage the player to adapt / think / act; this is the peak were players "play the game" (the player is on an active stance).
Narration, story, and RTC, for all the deep respect and care i have for them, are not on the same axis, but gameplay alone will take you that far.
When you are on a creative field, you quickly realise that many other job related to creation are linked at some point and you need more than one of them to build an amazing oeuvre.
You need fine writting, you need fine graphic, you need fine sounds and musique, you need fine coding. Each have their own "work" culture and speciality, but the "game itself" could live without some of them. What would remain is what i call "the core of the game", and this is why it should never be skipable, because it is the reason that all other "skipable / unneeded elements" make it looks and feels a faaaar better experience.
People wanting to skip cutscene and narrative part on their first playthrough... they either don't give a damn nor have the hability to appreciate a good writting / narration / story telling, or the writters and people working on RTC did a bad job.
When you tell a story, you have to catch your audiance, and a fine piece of writting and story telling can catch the attention of people who would never thought they could care that much for a game (usualy, BioWare strong point IMO).
Anyway, i tryed to make it short but, i'm totaly entitled to my opinion in this matter. But i would gladly agree to desagree with those feeling that i'm wrong.
Video game today is a cross road of many jobs / personnality / experiences; it also means the face of video game as we know it can keep evolving in other kind of media or sub media; by adding new field / jobs in the chaine of production, making notion of "what is the game" even more blurry.
My Ariane thread should stay " the bare mininum for a game to exist, so it's should be unskipable".
Modifié par Siegdrifa, 21 mars 2013 - 02:51 .