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It's quite sad that Quantic Dream is the only best storyteller right now.


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#301
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The Night Mammoth wrote...

Seival wrote...

The Night Mammoth wrote...

I think the chances of Beyond: Two Souls being Seival's favourite story driven game for long aren't great. We'll probably be back again next year when DA:I or MGS V comes out, and all this stuff about 'interactive movies' will be forgotten.


We shall see. First, someone has to make a game that I'll like more than Beyond: Two Souls.

Yes, we shall. It's inevitable. The trend has already been demonstrated. At first you thought Mass Effect 3 had a terrible story and ending. Then you decided Mass Effect 3 was the best game ever, a new revolution in story telling. The year after the Last Of Us is the new standard. A few months later, it's Beyond: Two Souls. I can say with absolute certainty that in the next few months Beyond: Two Souls will make way for a new game, and since the vast, vast majority of games aren't interactive movies, the next best thing is going to be an RPG or some open world shooter like MGS V, and you'll forget or ignore everything you said about how magical interactive movies are.


The Night Mammoth Remembers.

#302
Kalas747

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The Night Mammoth wrote...

Yes, we shall. It's inevitable. The trend has already been demonstrated. At first you thought Mass Effect 3 had a terrible story and ending. Then you decided Mass Effect 3 was the best game ever, a new revolution in story telling. The year after the Last Of Us is the new standard. A few months later, it's Beyond: Two Souls. I can say with absolute certainty that in the next few months Beyond: Two Souls will make way for a new game, and since the vast, vast majority of games aren't interactive movies, the next best thing is going to be an RPG or some open world shooter like MGS V, and you'll forget or ignore everything you said about how magical interactive movies are.


lol, TLDR version of this thread contained here. 

#303
Seival

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simfamSP wrote...

Wait, you are telling that The Walking Dead has story-driven gameplay? Good, because The Walking Dead is a regular game that is probably the closest to interactive movie gameplay standards right now. But, unfortunately, this good story has too poor visual part to be called an interactive movie or just a great modern game.


I'm telling you that The Walking Dead is a *good* example of compromise. What is lacks in gameplay, it makes up for in the depth of interaction. Choosing dialogue and making choices have a significant effect.

Now, I take offence at that. The visuals in The Walking Dead are beautiful, just as the visuals in Planescape Torment are.

Perhaps you should watch the video on aesthetics and graphics.

Planescape: Torment, Baldur's Gate... There was almost no gameplay in these games. Just point and click. Point and click everywhere: combat, dialogues, "exploration". Compared to that Beyond: Two Souls has the most rich and advanced regular gameplay in the history of game development.


You're making it very hard for me to take you seriously. How on earth do you define gameplay then? If you're going to twist the control scheme into something as shallow and empty as that and then compare it to Beyond, where it's essentially "choose a button" then we're at a stalemate here. You did the same thing for third-person shooters and other games too.

Or is Dues Ex just a 'click point and shoot' thing now?

Choose any story-driven game, and try to play it skipping each and every cutscene and dialogue. What remains of the game will bore you in matter of hours. There will be no story left.


Dialogue existed before cutscenes; or do you put them in the same category? If I were to play the game in mute, that'd might **** it up too.

It seems you either haven't understood, or haven't read all that I've written. Objectively, games do not need cut-scenes in order to tell a story. I used these old games as good examples, in which cutscenes amount to almost nothing of the game experience. When a game falls off balance and tries to create a movie, it loses its identity within the medium. There always needs to be a compromise.

If you want me to be fair, I can. Look at a game which is purely gameplay, or in fact, very little of it, but still presented in a non-cinematic manner. Dear Esther. Well written, sophisticated yada yada yada... yet its main flaw is that lack of interactivity which makes the medium so special. Dear Esther is essentially a walk through a pretty island whilst someone narrates a bunch of monologues relevant to the plot, where you, the player, must find out what happened through a bunch of clues in the walk.

There is no exploration, no puzzles, not even dialogue where the game could have benefited from these things.

When someone is trying to "share his Shepard story" on Youtube, is he placing Mass Effect gameplay videos there? No, he is placing videos with cutscenes and dialogues. The same goes for Dragon Age or any other story driven game.


Of course. Videos are meant to be cinematic. It'd be stupid to add gameplay when your goal is for cinematic purposes.

When point of a game is to tell a story, gameplay becomes secondary. But the gameplay has to be rich enough to provide interactivity.


Define 'rich.' You're using words that make no sense in the context.

As for gameplay: it doesn't have to. Dark Souls is my perfect example. It tells a rich and vibrant Tolkien-esque gothic story entirely through gameplay. It's a secondary objective, and it makes you work for it. But hell, is it worth it.

Not all games need to be like that. Simply using gameplay to tell the story or to give flare, immersion or impact to the story is good enough.

The Last of Us is a good example. I played it first time on hard, and it was an amazing experience. The fights felt risky, supplies were low, annumition scarce and I was very easy to kill.
Tension was high, I felt more vulnerable and as a player, much more connected to Joel and Ellie. This wasn't a game, it was a brutal world that wanted to kick my ass anywhere I went.

Do you know what impact that had on the plot? Narrative is EVERYTHING! It's basic literary technique. From themes, setting, drama, significance, emotion, coherency, development... there are so many factors that go into it other than just characters. You don't just slap in good dialogue and some pretentious horse**** and pseudo-psychology and say "great plot."

This is where visuals, music, gameplay come in. They can replace what books give so much of.

Pathetic Fallacy: The Walking Dead episode 2, the clouds before the storm mimics the ever growing tension within the farm.

Setting: Dark Souls, The Last Of Us... basically any game with a gripping atmosphere.

Foreshadowing: The Witcher's ending cutscene where the Assassin fails to kill Foltest.

It's all there to look at, it doesn't mean the writing is any less when it's done through gameplay. I can give you an other example: Alan Wake! The entire story is based on you...living a story. Every enemy you fight, every obstacle you go through, every oddity you come across... it all connects via the gameplay!

I'm not condemning cinematics. Don't get me wrong there because I know I sound that I am. I love cutscenes, they give me great joy. But what I don't like is a medium losing its entire appeal by trying to be something its not and giving nothing back to balance out the imbalance.

. Beyond gameplay is not just button smashing, it's a large number of logical and intuitive interactions.


You are sugar coating an idea that has been used before. QTEs are not that. I have nothing against them though, I love Heavy Rain, but as I said. When this interaction leads to the same outcome, you take away agency. And agency is perhaps the most important thing in a game. Whether its how you chose to kill your enemy, or if you want to pick option a, or whether you want to carry out your character's development in a certain direction... it all counts to something.


And I'm telling that Beyond is much better example of the compromise between gameplay and storytelling than The Walking Dead. Gameplay-wise The Walkig Dead looks more like a mix of old-school quest and "hit the right button" part of an interactive movie. Unlike Beyond, TWD doesn't use the entire gamepad for different interactions.

I can explain why I find TWD graphics part poor. I know that the game is based on a comic with the same name, and what artists in TWD game was trying to achieve was comic style. But just look at all these sharp dark lines and shapes used in each and every texture. Such lines are good for a comic, because they are needed to create volume on a flat paper surface. But The Walking Dead uses 3D engine. Those lines are looking completely out of place.

Another example on the matter. Appleseed movie. First part. Deunan Knewt (rendered 3D model). And the same problem as in TWD:
Image IPB

And now let's see how they fixed that in Appleseed 2 (also rendered 3D model):
Image IPB

See the difference?
TWD devs could research what problems did artists involved in Appleseed movie creation have. In this case, TWD would look much better. But they prefered the simple path, and made really poor picture. Add to that poor animations, and see one of the worst games possible in terms of graphics.


Even DE:HR gameplay is quite primitive. "Line of sight play" against scripted enemies is not hard or fun. The same actions over and over again. And if you don't wanna hide, just aim, shoot, and move forwards. Personally, I find Beyond gameplay much more exciting. So, I guess you can extrapolate my point of view on any other game without excess discussions on the matter.

Yes, story can be told without cutscenes, and even without games :)
Do you prefer books or text RPGs over the AAA story driven games?

By rich gameplay I mean how controls are used. Beyond: Two Souls gameplay uses all gamepad buttons in different ways (press-and-hold, press rapidly, press once), both sticks (for movement, dodging, melee attacks, and very specific actions), and gyroscope plus accelerometer (for even more specific actions). Jodie and Aiden gameplays are completely different. Compared to all of that DE:HR has old and completely outdated gameplay.

Interactions leading to the same outcome through different paths are not bad, and not only Beyond is a good example of that. Games like Mass Effect Trilogy or DE:HR are also good example of that. This is just one of ways to tell a story that will look differently in each different playthrough.

And again, I'm not telling that interactive movie is the only way to tell a story. I'm telling that interactive movie is the best format for telling a story. Other formats are really good for something less story-driven.

Modifié par Seival, 28 octobre 2013 - 08:56 .


#304
Seival

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Cyonan wrote...

Seival wrote...

I played through ME Trilogy more than 10 times. I played ME3 multiplayer with different classes and weapons for about one year. And yes, for me all these weapons are pretty much the same in terms of performance. I see no big difference between them, and if BioWare would cut 80% of them I wouldn't noticice the difference. The only thing I cared about weapon-wise during multiplayer matches or singleplayer missions was my damage output. Methods of this damage delivery were pretty much the same: one button to use ability, another button to open fire. Not very exciting in fact.

Yes, exactly, voicing the main character. They had to get rid of excess old-school dialogue system in order to make dialogues look more realistic. Better storytelling quality in cost of number of dialogue options. Simplification of gameplay, improvement of storytelling quality. A sign of little step towards interactive movies... First little step, then another, a years of small steps, and we will come closer and closer. Let's play next gen gemes when they will be released, let's wait for even more next gen games releases, and see where everything is really going... I'm sure that I'm right about the trend. And I'm sure all players will get used to it eventually.

Yes, I really rather believe that you like DA:O more than DA2. But we both know that DA:O-2 wasn't an option. We've got DA2 which is far better than DA:O in terms of telling the story, but also far more simple in terms of gameplay.

Yes, DA2 had disadvantages like really poor environment design, and I really hope BioWare will never make such mistake again. But this is another story.


That you only care about min/maxing your setup does not take away the fact that the guns were in fact more varied in ME3 than they were in 1 or 2.

Yes Dragon Age 2 had a voiced character, but I also felt that was a drawback because it gave less freedom over being able to roleplay your character due to less responses open to you. The combat was made to be more fast paced and visceral, although I don't know that I would say it was simplified a whole lot.

Also, keep in mind that moving towards interactive movies is not the only reason for simplifying gameplay.

If it's the way that story heavy games go in the next generation, then I'll be done with story heavy games outside of the indie scene which I'm confident will fill the gap that would have been left by the AAA market doing that.


If guns would be indeed more varied I would have many favorites. But I had only one after trying all of them and seeing them almost completely the same in terms of performance. In fact, BioWare could do really good thing by restricting Shepard to have just one weapon - Assault Rifle (without any variations or upgrades) which is the most perfect weapon for a soldier in many cases even in real life. That would fix tons of weapon-related bugs in cutscenes, and would gave some time to polish other cutscenes...

...You think having just one weapon is illogical? On the contrary, soldiers are known for getting used to very particular weapons.

Freedom of roleplay... It can't be unlimited. It's better to have tighter limits with better performance than larger limits with so-so performance.

In DA2 combat was more simple than in DA:O. Just refresh both mechanics in your head, and see the difference. Personally, I found DA2 combat better. The only one disadvantage - too frequent usage of enemy attack waves. They could make more fights without waves at all.

Are you a console player? If not, then I suggest you to try console games. Maybe not starting from interactive movies, but keeping them in mind to play them later. You might gain the whole new perspective about games. I moved from PC to PS3 not too long ago, and now I find PC games outdated and stagnating compared to what we can play on consoles. PC is only a work and communication station for me. I just can't play PC games anymore.

Modifié par Seival, 28 octobre 2013 - 09:29 .


#305
Cyonan

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Seival wrote...
If guns would be indeed more varied I would have many favorites. But I had only one after trying all of them and seeing them almost completely the same in terms of performance. In fact, BioWare could do really good thing by restricting Shepard to have just one weapon - Assault Rifle (without any variations or upgrades) which is the most perfect weapon for a soldier in many cases even in real life. That would fix tons of weapon-related bugs in cutscenes, and would gave some time to polish other cutscenes...

...You think having just one weapon is illogical? On the contrary, soldiers are known for getting used to very particular weapons.

Freedom of roleplay... It can't be unlimited. It's better to have tighter limits with better performance than larger limits with so-so performance.

In DA2 combat was more simple than in DA:O. Just refresh both mechanics in your head, and see the difference. Personally, I found DA2 combat better. The only one disadvantage - too frequent usage of enemy attack waves. They could make more fights without waves at all.

Are you a console player? If not, then I suggest you to try console games. Maybe not starting from interactive movies, but keeping them in mind to play them later. You might gain the whole new perspective about games. I moved from PC to PS3 not too long ago, and now I find PC games outdated and stagnating compared to what we can play on consoles. PC is only a work and communication station for me. I just can't play PC games anymore.


Being close to each other in terms of performance doesn't mean that they aren't varied in the feel of the weapon which is what matters. You do still have things like the AT-12 isn't good at range, Sniper Rifles can get a bit unwieldy in close combat, or certain weapons are more effective against a specific defence type. That they all put out relatively similar performance within these variations is a sign of balance more than anything.

It's also not like the Avenger is just as good as the Lancer or Harrier.

Having one weapon in a sci-fi game is boring, if I wanted almost no weapon variety I would play a modern military shooter. I would much rather have a solid weapon variety over not noticing Tali fire the Wraith on full auto during a cutscene.

You can't have unlimited roleplay in a video game, but that doesn't automatically mean it should be restricted. Both of them have advantages and disadvantages, Sometimes I want to have a story told to me like in Mass Effect, and sometimes I want to have my own adventure like in Skyrim.

Combat was different in both, although I'd still argue not really simpler. Origins was slower paced while 2 was faster paced. I would agree that the reinforcement waves the game could do without.

I have played a lot of both consoles and PC over the years. I prefer playing any game with third/first person shooting mechanics on the PC, which includes Mass Effect(I do own the first on both Xbox and PC).

To put is simpler, the main things I'm trying to say here are:

1. Even in a story heavy game, you still need solid gameplay. Story is not the only thing that matters.
2. The different methods of storytelling are just that: different. They each have their own set of pros and cons, and attempting to claim that one is objectively better than the other is incredibly arrogant on your part. It's like me trying to say that metal music is better than every other type of music.

Even the different gameplay styles are simply different. It's fairly obvious that you prefer the QTE style right now and you aren't wrong, but you aren't right either. Just as I am neither wrong nor right for preferring the regular old gameplay.

There is no such thing as better vs worse or right vs wrong here, and you're trying to make it so that there is.

The gaming community as a whole is extremely bad for that, actually.

#306
Druss99

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OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?

#307
Seival

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Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.

#308
Seival

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Cyonan wrote...

Seival wrote...
If guns would be indeed more varied I would have many favorites. But I had only one after trying all of them and seeing them almost completely the same in terms of performance. In fact, BioWare could do really good thing by restricting Shepard to have just one weapon - Assault Rifle (without any variations or upgrades) which is the most perfect weapon for a soldier in many cases even in real life. That would fix tons of weapon-related bugs in cutscenes, and would gave some time to polish other cutscenes...

...You think having just one weapon is illogical? On the contrary, soldiers are known for getting used to very particular weapons.

Freedom of roleplay... It can't be unlimited. It's better to have tighter limits with better performance than larger limits with so-so performance.

In DA2 combat was more simple than in DA:O. Just refresh both mechanics in your head, and see the difference. Personally, I found DA2 combat better. The only one disadvantage - too frequent usage of enemy attack waves. They could make more fights without waves at all.

Are you a console player? If not, then I suggest you to try console games. Maybe not starting from interactive movies, but keeping them in mind to play them later. You might gain the whole new perspective about games. I moved from PC to PS3 not too long ago, and now I find PC games outdated and stagnating compared to what we can play on consoles. PC is only a work and communication station for me. I just can't play PC games anymore.


Being close to each other in terms of performance doesn't mean that they aren't varied in the feel of the weapon which is what matters. You do still have things like the AT-12 isn't good at range, Sniper Rifles can get a bit unwieldy in close combat, or certain weapons are more effective against a specific defence type. That they all put out relatively similar performance within these variations is a sign of balance more than anything.

It's also not like the Avenger is just as good as the Lancer or Harrier.

Having one weapon in a sci-fi game is boring, if I wanted almost no weapon variety I would play a modern military shooter. I would much rather have a solid weapon variety over not noticing Tali fire the Wraith on full auto during a cutscene.

You can't have unlimited roleplay in a video game, but that doesn't automatically mean it should be restricted. Both of them have advantages and disadvantages, Sometimes I want to have a story told to me like in Mass Effect, and sometimes I want to have my own adventure like in Skyrim.

Combat was different in both, although I'd still argue not really simpler. Origins was slower paced while 2 was faster paced. I would agree that the reinforcement waves the game could do without.

I have played a lot of both consoles and PC over the years. I prefer playing any game with third/first person shooting mechanics on the PC, which includes Mass Effect(I do own the first on both Xbox and PC).

To put is simpler, the main things I'm trying to say here are:

1. Even in a story heavy game, you still need solid gameplay. Story is not the only thing that matters.
2. The different methods of storytelling are just that: different. They each have their own set of pros and cons, and attempting to claim that one is objectively better than the other is incredibly arrogant on your part. It's like me trying to say that metal music is better than every other type of music.

Even the different gameplay styles are simply different. It's fairly obvious that you prefer the QTE style right now and you aren't wrong, but you aren't right either. Just as I am neither wrong nor right for preferring the regular old gameplay.

There is no such thing as better vs worse or right vs wrong here, and you're trying to make it so that there is.

The gaming community as a whole is extremely bad for that, actually.


These details don't matter a bit for me, because I had no troubles in delivering the damage. All that matters was how fast I kill enemies. Aiming and shooting. This is all what ME combat about. Two buttons. The rest is just an illusion of large amount of possibilities, nothing more. They could add an auto-run feature and I would not notice the difference...

...The problem is that BioWare spent a lot of resources for producing all of those gameplay's pseudo-differences, while instead they could concentrate more on cutscenes quantity and quality.

Having one weapon is boring in a competitive or cooperative shooter. But it's ok when you play through a story. Helps to make all cutscenes involving weapons look better. Also looks much more logical, because single soldiers don't usually have the entire hangar of weapons at their disposal.

Each roleplay system is restricted. The less restrictions the gameplay has, the less time devs will have to implement the story. Development of any game is strictly bound the the time limits. No good publisher will ever allow devs to develop a game for 10 years... This, I believe, is also a good answer to the last part of your post. You can't have a lot of amazing storytelling and a lot of amazing gameplay at the same time in one persistent game. Beyond has a lot of amazing storytelling in cost of amount of amazing gameplay. And I believe this balance is better for story driven games. But that of course doesn't mean there are no really good story driven games with regular gameplay.

Modifié par Seival, 29 octobre 2013 - 08:35 .


#309
Cyonan

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Seival wrote...

These details don't matter a bit for me, because I had no troubles in delivering the damage. All that matters was how fast I kill enemies. Aiming and shooting. This is all what ME combat about. Two buttons. The rest is just an illusion of large amount of possibilities, nothing more. They could add an auto-run feature and I would not notice the difference...

...The problem is that BioWare spent a lot of resources for producing all of those gameplay's pseudo-differences, while instead they could concentrate more on cutscenes quantity and quality.

Having one weapon is boring in a competitive or cooperative shooter. But it's ok when you play through a story. Helps to make all cutscenes involving weapons look better. Also looks much more logical, because single soldiers don't usually have the entire hangar of weapons at their disposal.

Each roleplay system is restricted. The less restrictions the gameplay has, the less time devs will have to implement the story. Development of any game is strictly bound the the time limits. No good publisher will ever allow devs to develop a game for 10 years... This, I believe, is also a good answer to the last part of your post. You can't have a lot of amazing storytelling and a lot of amazing gameplay at the same time in one persistent game. Beyond has a lot of amazing storytelling in cost of amount of amazing gameplay. And I believe this balance is better for story driven games. But that of course doesn't mean there are no really good story driven games with regular gameplay.


Only caring about how fast you kill things is what we call min/maxing, which as I said before just because you want to do it doesn't mean that there isn't variety. The difficulty of Mass Effect 3, even on insanity, is such that min/maxing is far from required anyway.

That's not a problem to me. The gameplay in ME1 felt really basic(even though I liked the idea of the heat mechanic) while these days, the combat in ME3 actually feels really solid even without story and dialogue holding it up. That's a win right there to me.

Having one weapon in anything is boring to me, and Mass Effect is also part third person shooter.

I know about limited time, but that doesn't mean everybody should just go all out story in a story heavy game. Personally, if the game isn't fun to play then I don't really care how good the story is.

If all I cared about was getting a story, I'd read a book or watch a movie because I find those mediums to be better at doing pure story.

#310
Ridwan

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Watched a review and by God it looks boring. Honestly it seems like the people who enjoy these kind of "games" (or probably force themselves to enjoy it, since they won't admit they wasted money on it) and rate it highly are so desperate to try and show others that video games can be art and yada yada, when all this is, nothing but a glorified QTE game. Press E to continue.

Lol. Was fun reading this thread though.


Also lol at the guy who claimed stories are relative. With that logic, you might as well say Dragonlance novels are on the same level as Yasar Kemal's book.

#311
spirosz

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M25105 wrote...

Watched a review and by God it looks boring. Honestly it seems like the people who enjoy these kind of "games" (or probably force themselves to enjoy it, since they won't admit they wasted money on it) and rate it highly are so desperate to try and show others that video games can be art and yada yada, when all this is, nothing but a glorified QTE game. Press E to continue.

Lol. Was fun reading this thread though.


Also lol at the guy who claimed stories are relative. With that logic, you might as well say Dragonlance novels are on the same level as Yasar Kemal's book.


No.

Boring for you?  Great.  I loved it and I didn't force anything and I will gladly say I spent money on this.  Press E to keep generalizing, deuces. 

#312
Druss99

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Seival wrote...

Druss99 wrote...

OP you keep mentioning how Beyond is better because it uses the whole pad. Are you suggesting that pressing more buttons = better game?


Actually, I'm keep talking that Beyond has better gameplay than in many other games, because it utilizes all gamepad buttons and features, and utilizes them in the most logical and intuitive way. Also, I keep talking that amount of such gameplay should not be too large or too small for good story driven games, and, most importantly, I believe that interactive movie is the best format for telling a really good story.


It's more intuitive than LS = move, RS = look, LT = aim, RT = fire? You could argue that the Arkham games utilize all gamepad buttons and features, while having a much better balance of gameplay and story.

#313
dreamgazer

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Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?

#314
AresKeith

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dreamgazer wrote...

Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?


Seival's cred -9000

Modifié par AresKeith, 30 octobre 2013 - 03:36 .


#315
Mr.House

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dreamgazer wrote...

Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?

WHAT!?

#316
spirosz

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Mr.House wrote...

dreamgazer wrote...

Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?

WHAT!?



#317
DirtyPhoenix

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Those who like those types of games are maybe just are people who, I dunno.. like this types of games? I didn't like Beyond much myself, but I can understand why others can like them.

Also, no need to change TWD's graphics to realistic 3D. Not every game needs to be photorealistic to look beautiful. Just look at Bioshock Infinite. I for one like cell-shaded and otherwise handcrafted-looking graphics much much more than photorealistic graphics.

#318
AresKeith

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Mr.House wrote...

dreamgazer wrote...

Ugh, did I just see Seival advocate changing the visual aesthetic in TWD from cel-shading to 3D modeling?

WHAT!?


Sounds like something David would say tbh

#319
spirosz

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The art style and graphics should be determined for what the game is trying to achieve, visually speaking - to have everything be "realistic 3D" because "x" prefers it, is madness. If LIMBO was all colours, it would lose it's effect greatly, as if Journey was 2D for example. Most developers know what they're doing, as did Quantum with Beyond, subjectively speaking.

#320
Guest_The Mad Hanar_*

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spirosz wrote...

. If LIMBO was all colours, it would lose it's effect greatly,


Yeah, that ^

#321
TheRealJayDee

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spirosz wrote...

The art style and graphics should be determined for what the game is trying to achieve, visually speaking - to have everything be "realistic 3D" because "x" prefers it, is madness. If LIMBO was all colours, it would lose it's effect greatly, as if Journey was 2D for example. Most developers know what they're doing, as did Quantum with Beyond, subjectively speaking.

So true! :happy:

I also have to agree with the notion that it is perfectly fine to like games like Beyond. Non-gamey games, interactive movies, interactive experiences, QTE-fests, whatever you want to call them. There are people who like this kind of entertainment, and prefer it over other types of games. It's perfectly fine not to like them as well, and I can even absolutely understand why people would do so. That doesn't make those games in general any less legitimate and even valuable as a facet of gaming. 

#322
Liamv2

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"Realistic graphics are for developers without imagination."

#323
IllusiveManJr

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Amazing is pushing it, it was good for what it was.

#324
Ridwan

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spirosz wrote...

M25105 wrote...

Watched a review and by God it looks boring. Honestly it seems like the people who enjoy these kind of "games" (or probably force themselves to enjoy it, since they won't admit they wasted money on it) and rate it highly are so desperate to try and show others that video games can be art and yada yada, when all this is, nothing but a glorified QTE game. Press E to continue.

Lol. Was fun reading this thread though.


Also lol at the guy who claimed stories are relative. With that logic, you might as well say Dragonlance novels are on the same level as Yasar Kemal's book.


No.

Boring for you?  Great.  I loved it and I didn't force anything and I will gladly say I spent money on this.  Press E to keep generalizing, deuces. 


Press this button to watch Ellen dry herself with a towel. Such amazing gameplay! It's a game that's the equivalent to a straight to dvd Steven Seagal film.

Modifié par M25105, 30 octobre 2013 - 03:21 .


#325
Seival

Seival
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Cyonan wrote...

Seival wrote...

These details don't matter a bit for me, because I had no troubles in delivering the damage. All that matters was how fast I kill enemies. Aiming and shooting. This is all what ME combat about. Two buttons. The rest is just an illusion of large amount of possibilities, nothing more. They could add an auto-run feature and I would not notice the difference...

...The problem is that BioWare spent a lot of resources for producing all of those gameplay's pseudo-differences, while instead they could concentrate more on cutscenes quantity and quality.

Having one weapon is boring in a competitive or cooperative shooter. But it's ok when you play through a story. Helps to make all cutscenes involving weapons look better. Also looks much more logical, because single soldiers don't usually have the entire hangar of weapons at their disposal.

Each roleplay system is restricted. The less restrictions the gameplay has, the less time devs will have to implement the story. Development of any game is strictly bound the the time limits. No good publisher will ever allow devs to develop a game for 10 years... This, I believe, is also a good answer to the last part of your post. You can't have a lot of amazing storytelling and a lot of amazing gameplay at the same time in one persistent game. Beyond has a lot of amazing storytelling in cost of amount of amazing gameplay. And I believe this balance is better for story driven games. But that of course doesn't mean there are no really good story driven games with regular gameplay.


Only caring about how fast you kill things is what we call min/maxing, which as I said before just because you want to do it doesn't mean that there isn't variety. The difficulty of Mass Effect 3, even on insanity, is such that min/maxing is far from required anyway.

That's not a problem to me. The gameplay in ME1 felt really basic(even though I liked the idea of the heat mechanic) while these days, the combat in ME3 actually feels really solid even without story and dialogue holding it up. That's a win right there to me.

Having one weapon in anything is boring to me, and Mass Effect is also part third person shooter.

I know about limited time, but that doesn't mean everybody should just go all out story in a story heavy game. Personally, if the game isn't fun to play then I don't really care how good the story is.

If all I cared about was getting a story, I'd read a book or watch a movie because I find those mediums to be better at doing pure story.


What's the point of "variety" if only one or two weapons provide you with the best damage output? What's the point of having more than one weapon, if all ways of killing the enemies are pretty much the same - hit them? Is that really interesting to fight against dumb AI?... That's why I find Beyond combat scenes much more exciting than Mass Effect combat scenes. Prefere to see and play perfectly perfromed, interactive, and really fast combat scenes instead of shooting dumb AI-controlled dolls who can't even flank you properly.

How many games with only one weapon available did you play? Do you know it would be boring for you, or you just think it would be boring for you?

But good interactive movie has really exciting gameplay...

...Well, I believe we are starting to walk in cycles here. Anyway, It was a pleasure to argue with polite interlocutor :)