Back then we had games like Earthbound and River City Ransom.
Today we have Bioshock and anything Suda 51 does.
A balance exists to me.
Today we have Bioshock and anything Suda 51 does.
A balance exists to me.
You just described my game design motto there, "Less is more".
Minimalism should be the way to go. The more overcomplicated in gameplay a game can be, the less will be my overall enjoyment, and it won't be the fancy graphics, music or plot that'll keep me playing.
And the same reason we keep going back to the old school titles we know and love.
They really should sit down and think more about this.
Minimalism should be the way to go. The more overcomplicated in gameplay a game can be, the less will be my overall enjoyment, and it won't be the fancy graphics, music or plot that'll keep me playing.
And the same reason we keep going back to the old school titles we know and love.
They really should sit down and think more about this.
Eh. While the amount of freeplay missions in the Saboteur was excessive, for the most part I enjoyed doing them. They weren't chorse -- only towards the end because of their numbers.
There are good games now and there were good games then. I agree that there need to be games that do more stylistically to set themselves apart, but I disagree when you say everything was better back then.
There are good games now and there were good games then. I agree that there need to be games that do more stylistically to set themselves apart, but I disagree when you say everything was better back then.
I agree with most of this. I like characters that aren't based on reality. There's no restrictions. Look at an iconic game character like Mega Man. He has his own unique world. He doesn't have to make sense in ours and the game is better because of it.
I miss color in games. I don't think games strive for realism these days as much as they adopt the same gritty aesthetic. Take a game like Gears of War. There's nothing real about beefed up no-necks with chainsaw guns fighting subterranean aliens. They're cartoons. Gritty, ugly ones but still cartoons. But why oh why does everything have to be brown, red or gray? Uncharted may have a generic, realistic hero but at least his world looks alive. It even make fun of other games by including a "next-gen filter" in the options menu. It makes me wonder if devs are just uninspired or truly feel like people want the same bland, colorless world in every game.
I miss color in games. I don't think games strive for realism these days as much as they adopt the same gritty aesthetic. Take a game like Gears of War. There's nothing real about beefed up no-necks with chainsaw guns fighting subterranean aliens. They're cartoons. Gritty, ugly ones but still cartoons. But why oh why does everything have to be brown, red or gray? Uncharted may have a generic, realistic hero but at least his world looks alive. It even make fun of other games by including a "next-gen filter" in the options menu. It makes me wonder if devs are just uninspired or truly feel like people want the same bland, colorless world in every game.
@Occams
Sure, there's still some people out there taking creative approaches, but it's just not the same as before.
Many games from yesterday were trying to be realistic, but they were all taking different paths to get there. That's what made a game like Zero Tolerance so different from True Lies, even though they were both going for a gritty action shooter. Now that we've all arrived at the same point on portraying realism - I can't even tell the difference between Kane & Lynch 2 and True Crime: Hong Kong.
@Kaibun
While too simple can be just as bad, I'm just really sick of games throwing in a bunch of fluff for the sake of lengthening play time. While I don't want extremely simple games, I don't want games that would alienate a newcomer as soon as they pick up the sticks either. It's all a balance, and when I see a control map that takes longer than 1 minute to understand, you've failed.
@TriplZer0
For the most part, I liked The Saboteur, but that just killed it for me. Just too damn many freeplay missions, and they were only fun in extremely small doses to begin with.
If they had taken the time they used to plan those mini-missions out to instead make the main story more fun and enjoyable, I probably would have kept the game just to play through it again. Instead, I sold it and don't care to ever play it again.
@KdWthTheGldnArm
I think it's a mix of both. Devs make these games because people buy them, but perhaps people buy them because devs are too uninspired to make anything else.
@mrandydixon
Damn straight!
@Everyone else who commented and fapped
Thanks, I appreciate it! Surprised it got some feedback, considering I was pretty sleep deprived when I posted.
Sure, there's still some people out there taking creative approaches, but it's just not the same as before.
Many games from yesterday were trying to be realistic, but they were all taking different paths to get there. That's what made a game like Zero Tolerance so different from True Lies, even though they were both going for a gritty action shooter. Now that we've all arrived at the same point on portraying realism - I can't even tell the difference between Kane & Lynch 2 and True Crime: Hong Kong.
@Kaibun
While too simple can be just as bad, I'm just really sick of games throwing in a bunch of fluff for the sake of lengthening play time. While I don't want extremely simple games, I don't want games that would alienate a newcomer as soon as they pick up the sticks either. It's all a balance, and when I see a control map that takes longer than 1 minute to understand, you've failed.
@TriplZer0
For the most part, I liked The Saboteur, but that just killed it for me. Just too damn many freeplay missions, and they were only fun in extremely small doses to begin with.
If they had taken the time they used to plan those mini-missions out to instead make the main story more fun and enjoyable, I probably would have kept the game just to play through it again. Instead, I sold it and don't care to ever play it again.
@KdWthTheGldnArm
I think it's a mix of both. Devs make these games because people buy them, but perhaps people buy them because devs are too uninspired to make anything else.
@mrandydixon
Damn straight!
@Everyone else who commented and fapped
Thanks, I appreciate it! Surprised it got some feedback, considering I was pretty sleep deprived when I posted.
I'm just hoping we'll kind of see the "pendulum effect" here, and that eventually people will get sick of "gritty ultra realism" and then we'll get enough style and colors to make our eyes bleed and it will magical and amazing.
On the collect-athons though, I must agree with you. Scavenger hunts =/= fun game design. Ditto for cutscenes - sure there have been good ones, but on the whole, if the game was fun, I wouldn't need the cutscene as a "reward" in the way it's being used mostly. And if the game IS fun, then why the fuck are you going to interrupt my playtime with a movie that might contain some kind of relevant information or, unforgivably, be unskippable.
For serious, though, get off my lawn with that noise.
:)
On the collect-athons though, I must agree with you. Scavenger hunts =/= fun game design. Ditto for cutscenes - sure there have been good ones, but on the whole, if the game was fun, I wouldn't need the cutscene as a "reward" in the way it's being used mostly. And if the game IS fun, then why the fuck are you going to interrupt my playtime with a movie that might contain some kind of relevant information or, unforgivably, be unskippable.
For serious, though, get off my lawn with that noise.
:)

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