SkullandBonesmember wrote...
SkullandBonesmember wrote...
So Pocket, is there such a thing as too much story and/or character interaction in a game? Is having too much combat in a game ever possible?
I'd also like to extend my question to anybody willing to give their 2 cents.
Definite "yes" to both of them... depending on what you mean by "too much." It's all about the pacing.
A good example of a game (well, a section of a game) with far too much combat would be Orzammar in Dragon Age. You get ambushed like three differnent times in the city proper, as well as a long, long, super mega way to freakin' long push through the Deep Roads and ruins of fallen dwarven cities, to a particularly annoying boss battle and an exceptionally annoying miniboss before that. Then, you do
even more fighting through even more densely packed tunnels to possibly the single most annoying boss fight in the entire game due to the ridiculous amounts of armor and very powerful mobs that the boss has at their disposal, all with only one brief, optional, and not difficult to miss breather where you get to talk to Ruck or whatever his name was. A lot of RPGs also fall into this problem towards the end of the game, Neverwinter Nights 2 was another one guilty of this.
An example of too much dialog/story would be when cut-scenes and talking break up the action far too much, and instead of combat fatigue, you get exposition fatigue. The Ur Example of this would be the Peragus Mines in Knights of the Old Republic 2. Approximately every three steps you have to listen to another holovid thing of miners whining, miners dying, or Kreia and Atton expositing information that's for the most part irrelevant to everything forever. Combine this with the fact that the combat is rather lackluster without a full party at your disposal and you have a great sequence that modders will do actually edit out of your game. Another great example (an entire-game example) would be Heavy Rain, where the dev team actually seemed to have forgotten they weren't developing for the Sega CD, and just made the equivalent of a crappy FMV game but with current-gen graphics. Except, of course, that even in the FMV era, they knew to make murder mysteries with more than one possible culprit depending on how you went about the game in order to make it
actually have replay value. Certain games can avoid this, though. First Person Shooters, for example, are hard to wear out on combat since the whole idea behind the genre is to be an unstoppable killing machine with no peripheral vision, so the violence usually doesn't even stop in cut-scenes. Meanwhile, Survival Horror, unless it's just a poorly made game, usually benefits from nearly constant atmosphere and world-building, with only very brief intermittent bits of intense combat to keep you from realizing that you're playing an adventure-puzzle game.
Overall, I feel like if you really count exposition (cut-scenes and conversations) and world-building (hub world non-combat stuff) to straight-up action in ME2, it would come out fairly close to the same ratio that there was in ME1. The problem mostly being that the shooting aspect of the game is a tad lackluster as far as tactical squad-based shooters go (it's really still just an RPG combat system with a cover mechanic and chest-high walls everywhere) so now that it has to hold up
all of the game's action sequences, without explorative (or generally slower-paced combat) vehicle sections, it begins to wear out its welcome a little faster.
Modifié par KalosCast, 06 juin 2010 - 04:19 .