Scarecrow_ES wrote...
Except that the real world contains elevators,
As evidenced in countless other games, realism does not translate into entertainment value as well as most 'tweens would want you to think. Real life also has the DMV, but you don't see Niko Belic waiting in line for ten hours and then proving he knows how to drive ten miles an hour. You just hop in the car and step on it.
Just because it's in real life doesn't mean it's entertaining. Elevators are no exception, especially since they're equally boring in real life.
but such uninspired and unrealistic design is hardly what I would call a benchmark to be followed.
Opinion. Please elaborate on how convenience is an uninspired and unrealistic benchmark. I'd fear the developer that aspires to make things as inconvenient as possible. I'm not saying verticality is a no-no of game design. Verticality can add immense value to games, such as Splinter Cell, but in Mass Effect it does nothing that can't be done while the player has the freedom of movement.
I understand that you're saying that the elevators are intended to enrich character backgrounds as well as add aesthetic definition to levels, to give a sense that places are very, very huge. However, the simple truth is that these translate in quite the opposite manner to be more of annoying elements. There are other, better ways to add character background and create that feeling that the worlds are huge. The character dialogue nodes that pop up in places are a perfect example. They give the player the best of what the elevators had to offer, minus the massive waste of time. And the back drops to most levels, such as the view to the Presidium from the Zakira Ward, provide that feeling, minus the massive waste of time.
Besides, a "lean core experience" is the antithesis of what we expect from RPGs
Correct me if I'm wrong, but I assume you are mistaking "lean core experience" for "brief core experience."
A game can be three hundred hours long and still have a lean core experience so long as it doesn't add a bunch of pointless or innefficient elements, such as long elevators rides and planet scanning. Mass Effect's core experience is about combat and conversation. Everything else is, more or less, fat.
Call of Duty's generally poor level design
That's simply incorrect. Linear level design most certainly is
not poor level design. It's increasingly unpopular with the rise of disc space and technology, but nothing about linear level design is a bad thing. Arguably, it is the most potential level design type out there, as it allows developers to focus on the quality of one path rather than the quantity of ten.
Furthermore, linearity, and elevators for that matter, have nothing to do with it. Call of Duty simply never makes you sit around for ten minutes at a time, waiting to get back to the core experience.
Regardless, "elevator" sequences in ME1 held a decided purpose. They offered a period of isolation during which the next area of the game world could be streamed in, thus allowing players to stay within the game engine, rather than transitioning via loading screen to the next "level." So of course you then have to ask... what is more compelling an experience for the player - long elevator rides filled with sights and sounds, character interactions, backstory, dialog, or other forms of exposition... OR would they prefer a loading screen, during which nothing of consequence happens and players are taken out of the action in a break with the core experience of the game while potentially watching an animation of some sort flash across the screen which is supposed to represent the experience the player character is having in absense of the player?
First of all, there is no restraint that prevents traditional loading screens from keeping the player entertained. If developers choose to make traditional loading screens that don't offer insight into the fiction or otherwise keep the player occupied, that's their lack of outside-the-box creativity. There are quite a few games with traditional loading screens that engage the player pretty dang well. Fallout 3, anyone?
Second of all, loading screens cut to gameplay as soon as they're done loading. Because Mass Effect's elevators are hard-coded, physical space in the game world, you don't skip immediately to the next floor once everything is prepared. You sit there and wait. And for some elevators, that can be upwards of a minute.
Finally and most importantly, I'd choose neither option. Technology has moved on. Some games don't even have loading screens anymore, and most of the ones that still do have them have learned how to place them during moments where the player will be occupied anyway, allowing them to move on with no time wasted. It's bad enough that Mass Effect runs on such an archaic principle in the first place, much less actually makes it worse by physically locking the player into it regardless of the loading progress.
Modifié par LaurenIsSoMosh, 23 juin 2010 - 04:13 .