(LOLCats image is not in relation to below text. I just think it is funny.)
I gots me a question for you, folks. We all hear in game reviews "This game is reptitive. It sux0rz." This was touched on slightly by our own Rev. Tony in his recent
Assassin's Creed review about how repetitive the game becomes. But I got to thinking -- I honestly love Assassin's Creed. I'm hooked on that shit like a junkie. It's repetitive, yes. But my question is simple; what game isn't repetitive?
In all games there is one specific core gameplay element or elements that the rest of the title is built around. These core elements are used over and over and over, but sometimes we fail to take notice because they are presented to us in fresh and varying fashions throughout the gaming experience.
I am looking for some open discussion on this one. Perhaps this would've been something better suited for the forum, but I'd like to see the community response here first. Thoughts?
(The main reason I'm asking this question is simple. If all games are repetitive in some sense, why even state so in a review if it is common knowledge?)
RPG's always have a repetitive combat system.
Shooters always have the same kind of progression, while shooting.
MMO's have a lot of varied and changing content, but even those are repetitive.
The only thing I can think of that keeps fresh everytime you play it, are party games. They often suck, but the experience changes with every play, stalling repetition until you played them too much.
Maybe it's not so much the repetition of a formula or a gameplay mechanic in a game that matters, but noticing it? When playing a good game, you don't care about having do to the same cool thing a couple of times.
However, its the less general stuff that removes the repetition. In guitar hero, you play different songs. Its the same motions, but you do it in a different order, with different timing. In an fps, its the setting - a good fps changes the situation and the solution to it (being more specific than "kill all baddies") constantly - or will give you lots of options, letting you vary your experience as you see fit.
Also, repetition doesnt necesarily have to be a bad thing, depending on your opinion of the core game mechanics. For example, i enjoy killing the flood on halo 1 so much that i actually enjoy playing through the library. Im weird, i know :P
To focus on Assassins Creed, i think its that some aspects of the game are apparently repeated without much variation - especially the mini-quests you do to get info on your target, i think. If you enjoy doing these very similar things many times, great for you! It seems that many reviewers did not find them so fun after the first time, and hence made a point about it.
I agree with you to a certain extent, but when you have a game like Tetris where there are only so many pieces to drop, there's only so much replay value.....right?
It's way too early to stump me in a couple of paragraphs, you amish bastard. I was basically going to say what Prof. Pew said anyways, so just to spite you I'll think of something and return here with a "OMG I can has epiphany!"
Personally, the most repetitive games for me are the ones where you hear the same sound effect over, and over, and over. Also, the same attack over, and over, and over.
Exceptions to this rule (and my best example) is God of War 2. Yes, all you do is hack people up and go "GRAAAA!!!", but the variations in in the vocal "GRAAAA!", the fluid motion from attack to attack and the ability to string together millions of combinations enhances what they gave you to start with, making everything seem fresh and new.
Now, God Hand, I tried. I tried to enjoy it, but the experience was destroyed for me by the sound effects that play when you create attack combos, the repeated desert cowboy backdrop, and the same poppy track looping constantly.
A good argument. As I stated above, all games are built around one or more simple elements. Tetris is a prime example of a game that is intricate in its simplicity.
But I have a counter argument; if Tetris wasn't repetitive, then why do they need 4,000 different iterations of it? (World, Evolution, Splash, DS, 2, Attack, etc.)
I'm not so sure one can take the frame work of a game as repetition in the negative. With X-Com, your repetition is Build Things, Manage things, Chase down Alien Ship, bring down Alien Ship, Send in your guys to clean up the mess, [Variable: Attack Alien Base/Be attacked by Aliens in your base],Fail/Succeed, repeat.
You do that repeatedly. However, each scenario is a little different, broken up by where the ship crashed, how damaged it was, if its day/night when you land, what type of gear your team has and so on. I've had games of X-Com where my team lasts about 5 missions fully intact. Others, I've had teams wiped out on each mission.
The experience is quite varied, barring the framework.
I'd more or less agree with Rev.'s review of Assasin's Creed repetition as a negative, because, as he describes it, the structure and content of the missions are pretty rigid. How about a mark you just bumped into while doing your feildwork? How about a mark that you're not sure about? That sort of thing is nearly expected nowadays to provide an interesting game progression.
One thing that stuck out for me awhile back was in GTA III. That's got a pretty straight forward structure: mission intro, go drive, finish objective, collect $3000. There's one mission in particular though, where you have your information, you're driving, then your pager rings telling you to ignore our mission because you've been setup. The penalty for continuing the repetition is death and fail.
We've all played plenty of games, so we're bound to see the patterns. As a result, I'm pretty disappointed when the gamemakers don't tweak the structure when they know its transparent.
Please send this to every big gaming site who does reviews. I'm sure many scores will be adjusted accordingly.
Repeating a task, if it is an enjoyable task, does not necessarily feel repetitive, but repeating any task too often, no matter how enjoyable initially, is a negative point.
That mission in GTA III is a great example of how they tried to break from the expected repetition of the game.
Scarface on the Wii, however, started out feeling completely fresh, and the whole world that was layed out for you felt vast and full of exploration.
After a few missions I realized the act of buying and selling coke and building fronts will be repeated ad nauseum. They tried to mix it up with a "set up", but it was incredibly not fun since they took all your weapons away and made you fight bare fisted. They PUNISHED you while mixing up the gameplay. Not cool.
Well, we don't *need* it. The framework of Tetris, and its play content is golden. Its one of the greatest games ever created. It is, after all, the highest grossing mobile platform (read: cell phone) games of all time.
But when you've got that golden framework that people love, or at least tolerate without grudge, there's definitely no harm in tweaking the experience.
Tetris is to Tetris DS as
Super Mario Bros is to Mario Galaxy as
Megaman is to Megaman [enter sequel number here]
I don't think anyone would argue that AC needs a sequel, if only to apply its mechanics to another setting. But the trick is repeating what people enjoyed. If they keep the same mission framework, but give Altair a lazer gun and a companion cube, that's a disaster. Altair in France, though, is a win.
a game is built with a core element: shooting stuff or driving things or whatever, and you do this throughout the entire game. this is not the repetitiveness we're talking about. the repetitiveness we're talking about is the formula that pushes the game forward. if you were to see the exact same structure that you need to go through in every stage in a game (go there, do this, do that, cleanse & repeat for next stage), you will most likely think the game is repetitive.
Games are just being realistic.
Anyway, I posted a reply to most of the arguments here elsewhere, but I doubt anyone actually so it, so here's a copypasta: In a game like halo, you're presented with the premise(ie. shooting shit) right off the bat, and you continue to do it for the whole game. The only real difference here is that AC is a huge, open sandbox type game. GTA established a precedent for a large variety of missions, and the fact that AC doesn't copy by rote seems to be what bothers people. Personally, I'd rather a small variety of missions executed excellently than a large variety with frequent problems(the copland mission from vice city comes to mind). I don't think it's entirely fair to criticise a game becaue it's not exactly how you thought it would be, especially if you have no solid reason for thinking it would be.
I challenge you to find a shooter with more variety than AC(FPSRPGs don't count). Bear in mind you only have to do 2 investigative missions before each assassination, and you can chose between informer missions(a series of assasinations that have to be done completely stealthily, or freerunning checkpoint races), eavesdropping missions, interrogation missions or pickpocketing missions. That's on top of all the optional stuff, like finding viewpoints, hidden flags and killing templars(which is always fun).
The game is awesome. Might not be everyone's cup of tea, but I firmly believe everyone should at least try it, and not just condemn it based on antihype.
i totally, honestly and wholeheartedly disagree with you to 100%. and i've said it before. but you make a damn good argument that i cannot help but sympathies with. i just believe your missing the whole point.
To extrapolate on youkilledmyguy's example, does smoking cigarettes have variety? Smoking is addictive and gives you the same feeling every time - like Tetris. I like your idea about variety or the lack thereof, but maybe it only applies to certain games?
Hmm.
But I digress, sort of. Puzzle quest, diablo, gears of war, etc. etc. etc., you're doing the same thing for the whole game. They're great games regardless.