I'm not a fan nor am I a subscriber to the "cover shooter eeewwwww" newsletter, but this area is shitty level design.
Oh I thought this thread would be about positive examples of level design being part of the narrative. Like in the last Deus Ex game or other immersive sims.
I didn't play The Last of Us, but I'm confused as to how this effectives the narrative that much. You know the game is going to have combat instances, so is the overall narrative really impacted if you can figure out that area x is going to contain one of those?
I think what ruins experience is when you have a mission to get something, you enter the room nothing happens and up till now pretty much you didn't have to fight at all but you noticed that every step to that objective is with waist high objects. It pretty much ruins narrative because you already know, the moment you will touch that mission objective, there will be ambush and you will have to fight your way out. That is exactly what OP is pointing out naming all those games. This is really bad level design from narrative point of view because you know what will happen.
I do think the guy you responded to has a point.
The actual problem is that TLoU is a linear shooter, where the only way to interact with the game is to shoot things. The way the game is designed means it literally cannot sustain a plot thread that ends with anything but "Bad guys show up and you have to kill them all."
The first time you fight enemies in TLOU really stands out to me. The entire experience up to that point felt very organic and natural, and then you stumble into this obvious video game area.
I hope you never make a videogame.How about mix up situations. For example do one without bad guys showing up? The predictability will be not so obvious. Make 2-3 missions where it is setup like always, you expect to be it as always but nothing happens? It just makes better game from narrative point of view that not always shit happens. There have been games that make something like this inbetween combat missions. For example make that level a bit more scary with typincal fake scare elements like something breaks/loud noise but no bad guys.
How about mix up situations. For example do one without bad guys showing up? The predictability will be not so obvious. Make 2-3 missions where it is setup like always, you expect to be it as always but nothing happens? It just makes better game from narrative point of view that not always shit happens. There have been games that make something like this inbetween combat missions. For example make that level a bit more scary with typincal fake scare elements like something breaks/loud noise but no bad guys.
How about mix up situations. For example do one without bad guys showing up? The predictability will be not so obvious. Make 2-3 missions where it is setup like always, you expect to be it as always but nothing happens? It just makes better game from narrative point of view that not always shit happens. There have been games that make something like this inbetween combat missions. For example make that level a bit more scary with typincal fake scare elements like something breaks/loud noise but no bad guys.
This one is a Resident Evil standby.
A shelf with a ton of bullets? Welp, the next room is a boss fight.
And for the PS1 games:
Real-time rendered door on pre-rendered background? Something's gonna bust through that.
In Souls Borne games you know shit is about to go down as soon as you see an wide open area after crawling through corridors.
It's the tutorial.
I hope you never make a videogame.
I think what ruins experience is when you have a mission to get something, you enter the room nothing happens and up till now pretty much you didn't have to fight at all but you noticed that every step to that objective is with waist high objects. It pretty much ruins narrative because you already know, the moment you will touch that mission objective, there will be ambush and you will have to fight your way out. That is exactly what OP is pointing out naming all those games. This is really bad level design from narrative point of view because you know what will happen.
How about mix up situations. For example do one without bad guys showing up? The predictability will be not so obvious. Make 2-3 missions where it is setup like always, you expect to be it as always but nothing happens? It just makes better game from narrative point of view that not always shit happens. There have been games that make something like this inbetween combat missions. For example make that level a bit more scary with typincal fake scare elements like something breaks/loud noise but no bad guys.
I think knowing the peaks and valleys formula of game design isn't the fault of the game. The game not throwing a wrench in the gears of a proven formula isn't a failing on the developers' part. Does knowing the 3-act structure of film making make a film worse? Like, oh there's gotta be rising action so I know the movie's gonna have some kind of conflict coming. Oh, it's been over an hour, we must be entering the third act. Does that ruin the movie for you?
Mass Effect series has the same issue you pointed out in tLoU
Isn't the classic example of this an empty room full of ammo/health before you enter a particular door?
Maintaining pacing is good thing unless you overdo that and for me most of those games tend to do that. I just start to feel bored and most of the time annoyed by repetition of all that. It's like "here we go again". In the end I just throw down games difficulty and just run through all that part because the only thing that makes me to continue is narrative. I feel tired of same do that and fight, do that and fight. In the end I sometimes glad all those games are not that long to make me feel like that.The games already have plenty of sections without combat. Once you start adding false positives for combat sections, you shift the balance of the game's pacing. Messing with the pacing just to make the game more unpredictable would be a mistake. While the element of predictability can be a bit unsatisfying, poor pacing can be absolutely devastating to a game.
I don't think that's comparable. In TLoU, you know that every plot thread is going to turn into a shootout within ten minutes, because the game is literally unable to throw anything else at you, and interrupting the gameplay with forced walking and climbing segments (as Uncharted 4 is fond of doing) tends to mess up the flow, which is a problem in itself.
I think it absolutely is comparable. In a shooting game, the fundamental mechanic is shooting. So yes, there will be regularly be sections where you shoot people. It's expected.
TLoU breaks it up a lot to the benefit of the pacing. As I said, there are tons of exploration sections and stealth sections and platforming sections and sections where you just spend time with the characters. That's pretty good for a game where you primarily interact with it by shooting at things. I think it's disingenuous to dismiss those parts as "forced walking and climbing" segments.
If they aren't optional segments, then they're forced. Words mean things.
Anyways, these segments are fine, they were much better handled than in UC4, but eventually you hit the "Ten minutes without someone getting shot" threshold and the plot has a shocking twist where a bunch of bandits or zombies show up out of nowhere.
It doesn't need to be this way, linear cover shooters are not the only genre in gaming.
Explain yourselfPortal 1&Portal 2
The first time you fight enemies in TLOU really stands out to me. The entire experience up to that point felt very organic and natural, and then you stumble into this obvious video game area.
I'm not a fan nor am I a subscriber to the "cover shooter eeewwwww" newsletter, but this area is shitty level design.
Telling story through gameplay, rather than telling a story and creating a game then mashing the two together, is still an art in its infancy.
I don't get this. I see nothing shitty about this area, like at all.
The games already have plenty of sections without combat. Once you start adding false positives for combat sections, you shift the balance of the game's pacing. Messing with the pacing just to make the game more unpredictable would be a mistake. While the element of predictability can be a bit unsatisfying, poor pacing can be absolutely devastating to a game.
During the Conquistador gravesite sequence, the player has to perform five touch puzzles in a row, including the examination of this 500-year-old skull. The locked script and tight integration of story and gameplay made fixing pacing issues like this problematic.
Story-wise, there was no other place to put them, because this is where and when the actions took place. Gameplay-wise, the pacing suffered, but it would have been impractical and expensive to change.
Words have meanings beyond their definition as well. "Forced" has a negative connotation to it. If we're going purely by definition, TLoU has forced shooting segments too. Not shooting something for 10 minutes is actually a pretty long time to not shoot something in the context of every other third person shooter game.
Linear cover shooters are the genre we're talking about with TLoU though. I'm not discussing the genres that serious stories should be told or whether a third person shooter is the best genre to be telling a story like TLoU. But rather debating the validity of the criticism that a shooting game has shooting in it and has cover to accommodate and telegraph said shooting.
I do think the guy you responded to has a point.
The actual problem is that TLoU is a linear shooter, where the only way to interact with the game is to shoot things. The way the game is designed means it literally cannot sustain a plot thread that ends with anything but "Bad guys show up and you have to kill them all." It's like that guy earlier here said, a story can't surprise you when it's tied to something so predictable.
How about mix up situations. For example do one without bad guys showing up? The predictability will be not so obvious. Make 2-3 missions where it is setup like always, you expect to be it as always but nothing happens? It just makes better game from narrative point of view that not always shit happens. There have been games that make something like this inbetween combat missions. For example make that level a bit more scary with typincal fake scare elements like something breaks/loud noise but no bad guys.
This is the comment chain you responded to:
I was specifically talking about how I believe its story is harmed by it being shackled to a linear shooter. If you don't want to have that discussion, then don't jump into it.
It's an issue in every game. "Oh I bet there's gonna be a fight here because of all the cover." "Oh I bet this is gonna be a boss fight cause it's a big room."
I always assumed this was intentional? Either for the sake of "foreshadowing" or to give you a chance to get a feel for the layout of an area before the fighting starts (not a good or bad thing but something you wouldn't normally be able to do, so it makes those encounters slightly different).TLoU spoilers.
The dam.
You KNOW there's going to be an invasion of non infected enemy types because they conspicuously litter the area with defensive cover.
Ah, yeah this. I remember thinking the exact thing once I hit that part.
It doesn't ruin the narrative, it ruins the "surprise".I think what ruins experience is when you have a mission to get something, you enter the room nothing happens and up till now pretty much you didn't have to fight at all but you noticed that every step to that objective is with waist high objects. It pretty much ruins narrative because you already know, the moment you will touch that mission objective, there will be ambush and you will have to fight your way out. That is exactly what OP is pointing out naming all those games. This is really bad level design from narrative point of view because you know what will happen.
Chest high walls are really predictable. I wish devs would prototype their way out of them already.