Yes, I also hate this thing although I didn't write it. I just like the character to be itself. This gives the game more identity.I am also sick of the generic-create-your-character that does not talk in game, the sad part being the developer + reviewer think this will allow you to immerse yourself as the character. What a bullshit.
Nessus said:I'd basically be on the opposite side of the fence.
Games are interactive entertainment. Non-interactive cutscenes are anathema to the ONLY advantage games have as a story-telling medium.
This ongoing obsession the industry has with trying to appear legitimate, constantly comparing itself to movies, mired in inadequacy and insecurity.
Novels don't sell themselves on being "cinematic" and neither should games. They are different mediums with different strengths. They should play to their strengths. Games should instead develop their own syntax for narrative delivery instead of trying to emulate movies.
seady said:Agree with the people that says Linearity = Bad.I just hate how reviewers these days think a game needs to be open ended and emergent in order to be a good game. Pretty much all games that do this fail at giving us a more epic story than the ones that tell you a story nicely scripted by the creator.
I am also sick of the generic-create-your-character that does not talk in game, the sad part being the developer + reviewer think this will allow you to immerse yourself as the character. What a bullshit.
Arthrus said:Since I just played the first Bioshock...
- Nonexistent difficulty curve
- Poorly balanced abilities
- Death without penalty
- Repeatedly performing something tedious that has little to do with the core gameplay (like hacking)
- Polar moral system
- Escort missions
- Easy or generic last bosses (usually I look forward to a memorable last boss, like in MGS4 or Super Mario RPG)
- Worst offense: walk five feet, hit obstacle, retrieve random items for 20min, get past obstacle, repeat for entire game
Some may not be philosophies so much as they are flaws, but they're painfully common.
HK-47 said:huh?
HK-47 said:Considering movies took a shit ton of structure and techniques from theatre, maybe games will take a lot from movies. Just a thought.
zoukka said:Theatric movies aren't mainstream anymore. Maybe games evolve too someday and move from cut-scenes to scripted events completely.
Nairume said:Attempts at unique sounding names-Star Ocean 3's protagonist was named Fate Linegod, and the protagonist of SO4 was named Edge Maverick. Final Fantasy now has three protagonists named after weather terminology. There's nothing wrong with unique names, provided they don't sound stupid. Nobody should think the name Fate Linegod sounds like a good name for a character. Ever.
Nairume said:Attempts at unique sounding names-Star Ocean 3's protagonist was named Fate Linegod,
Not really a game design philosophy. More about arrogance, imo. "We're Infinity Ward. We charge whatever we want for the product we made and you'll only be able to play as we intended. We also don't need a Beta, because we know this game is going to sell so we just put it out and try to fix it afterwards."BloodySinner said:Knowingly releasing a broken product and charging full price for it.
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Haunted said:Using harsh punishment instead of a reward system as a means of encouraging the player.
Just an outdated design school.
Worst offenders are any games that delete a substantial part of the progress the player has made before failing. Horrible philosophy.
NullPointer said:Fixed enemy spawns in most games.
msdstc said:- Learn by Dying... this is bullshit in games, where something will randomly jump out and destroy you without warning. Some games do this throughout the entire thing and it's just annoying.
Dr. Zoidberg said:My least favorite is "punishing" the player for mistakes.
seady said:I am also sick of the generic-create-your-character that does not talk in game, the sad part being the developer + reviewer think this will allow you to immerse yourself as the character. What a bullshit.
Night_Trekker said:There would be nothing gained (and a lot lost) by completely abandoning non-interactive cutscenes in games, and there would be no good reason to do so outside of pleasing gamers with some weird hang-up.
zoukka said:Scripted events are more immersive. Cut-scenes won't go anywhere but I'd like to see them to slowly fade in to the background. Not an impossible wish really.
Night_Trekker said:Immersion has nothing to do with how effectively an author can tell a story. If we're actually interested in the quality of the stories being told, we're going to have to grant the author some measure of authorial control to do that, and sometimes that's going to mean less player control. There's no realistic way around this.
This debate is similar to the silly debates over linear versus open-world game design. The bottom line is open-world game design is good at achieving certain things that linear games are not and vice versa. Hoping one approach will disappear in favor of the other is short-sighted and ridiculous. Neither is superior to the other, but one is sometimes preferable to the other depending on what you're trying to do or achieve with your game.
Hawkian said:Though I do like it when a game can compellingly eliminate cutscenes a la HL2.
zoukka said:Scripted events are always better when they are able to deliver all the same info a cut-scene currently is.
LuigiLogik said:When "Balancing" means taking the fun out of a weapon... How bout we boost up every other weapon a bit instead?
Dr. Kitty Muffins said:I agree 100%. Gore and tits don't make a game "mature". But this is more indicative of the society we live in than anything else, sadly............
Meanwhile, over on the BioWare forums, an argument has broken out between fans about whether the developer is guilty of censoring itself by not including more explicit sexual content.
That, too, was a "choice", according to QA man Stanley Woo.
"Let me tell you, folks, that as a developer full of mature individuals, we are also free to not have explicit sex and/or nudity in our games, no matter what you, Fox News, the government, or Bunky the Wonder Clown has to say about it," he wrote.
"We have never considered it a 'problem', it is simply a choice we have made and we have every right to make that choice."
Woo also said he finds it frustrating that "people who claim to be old enough and mature enough to handle sex and nudity in a game seem to believe that any lack of sex and nudity in the game is a sign of self-censorship".
To be fair, as much as I agree with the sentiment that quote seems 90% bullshit in the context of the Mass Effect 2.mclem said:An absolutely glorious quote from Bioware on the subject:
( http://www.eurogamer.net/articles/shepard-is-heterosexual-by-choice )
Night_Trekker said:Wrong. A scripted event is better if what you want to achieve can be achieved more efficiently by a scripted event. Scripted events are not superior to passive cutscenes, they're just different. You may prefer one over the other, but neither can perfectly replace the other.
HiddenWings said:One: Escort missions. I don't care what genre of game it is, these always suck. The exceptions are "escort" missions where the person/thing you're escorting is clearly more powerful than you, not less.
Night_Trekker said:Immersion has nothing to do with how effectively an author can tell a story. If we're actually interested in the quality of the stories being told, we're going to have to grant the author some measure of authorial control to do that, and sometimes that's going to mean less player control.
keithm said:Pounding a button to accomplish simple things. What is the thinking behind this? Is mashing the A button supposed to make me feel Batman's strain to pull a damn grate down? Why is Batman even straining to rip a grate off? Shouldn't games make me feel like a badass, rather than someone who struggles to do something mundane?
Squeak said:Fighting game mechanics in general.
Random button combinations of arbitrary complexity, that has nothing what so ever to do with the mechanics and timing of real fighting, and everything to do with pedantic, manic extremely nerdish wishing to remember otherwise useless patterns and skills. It could equally well be some weird rhythm action game or a puzzler if you only looked at the button presses.
Also the fact that you are asked to pay the same amount of money for twenty something stages/rings and an equal amount of nicely modelled characters, versus for example a platforming game where wastly more work and time has been put into designing the levels, enemies and gamestructure, boggles my mind.
selig said:No.
The videogames medium has so much to offer. We dont need to resolve to non-interactive cutscenes when the medium is defined by interaction. Talking strictly about immersion, watching cutscenes ALWAYS takes you out of the game.
To give some examples:
I hated Twilight Princess´ focus on a cutscene-heavy story. Whereas Ocarina of Time did such a great job of immersing you in Hyrule, by only showing key scenes in cutscenes. A franchise that is the master of videogame storytelling would be Halflife 1, 2 and Episodes. No cutscenes whatsoever, and you feel just so immersed, it´s incredible.
As for the future, I´d love to see developers like Square Enix take some risks and change the storytelling of a FinalFantasy-main game into the above. It´d feel completely different, and most likely wouldnt be worse...quite the opposite.
To conclude: EVERY time you "have to" take away control from the player, you´re giving in to flawing your game (as a developer).
People commenting on both non-interactive cutscenes and tutorials.
*sigh*selig said:To conclude: EVERY time you "have to" take away control from the player, you´re giving in to flawing your game (as a developer).
If I was smart enough, ambitious enough, and had the means to, I'd start working on an "engine" that did just that.Night_Trekker said:Let me know when we have computer programs intelligent enough to construct well-balanced plots and characters on the fly in reaction to player choice.
djtiesto said:-"emergent gameplay" - aka create a giant sandbox and expect the player to entertain himself, instead of making a more linear, tightly-scripted game.
-missable items and obscure secrets that require a guide to find
-focus on online play at the expense of the single player
-realism is paramount; removal of any "gamey" elements like HUDs
Devil Theory said:Don't know if anyone mentioned this, but one thing that also drives me absolutely insane is not being able to even touch water, walk in it, or if you do, you die instantly. Stupidest thing I've ever seen. I can understand dying rather quickly if you go underwater, but not being able to touch it or walk in it at all? It's so fake it almost ruins the entire experience, make it a part of the game, but don't make it an obvious substitute barrier.