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moment to moment gameplay.

Portugeezer

Member
What the hell does this term mean exactly? I thought it referred to something like Halo in which there is a little bit of downtime before some more action, but more and more I have heard it used to describe every game that has good gameplay. Good gameplay is now good moment to moment gameplay.

I have even heard someone say "moment to moment platforming" and just thought to myself wtf is he talking about.
 
I think it's mostly pretty self-explanatory? It's when you want to talk about how the gameplay works on the order of what you're doing, what output the game gives you and what your input is, what choices you're making, etc, in the space of one second, ten seconds, maybe thirty seconds at most, as opposed to what you're doing when you scale out to "gameplay over the course of a quest" or "gameplay over the course of a stage" or "gameplay over the course of an hour" or whatever.

If I go get in a fight with an enemy in an RPG, the 'moment to moment' gameplay refers to what happens specifically within that fight (or even within a portion of that fight). It ceases to matter whether it's a fight that takes place in the middle of some sprawling non-linear open-world structure, or whether it's a series of linear-but-connected areas like in Dark Souls/Castlevania, or whether it's a detached standalone stage like Mass Effect 2/3, or even if it's just a series of fights strung together without any substance in between, like Final Fantasy Record Keeper. The specific feel and flow of the combat and its mechanics can be compared directly, because you're no longer couching it in a holistic "Well, that's just one small part of the whole package" approach.
 
To use Bloodborne as an example:

Moment-to-moment gameplay: Dodge & then attack an enemy

Not moment-to-moment gameplay: The overarching dungeon design. An entire boss encounter. Planning out your character build. Overall pacing.

Typically, when someone is talking about moment to moment gameplay, they're mostly talking about game feel (especially controls).
 
Your interpretations seems to describe moments as major encounters or scenarios, but moment-to-moment gameplay literally references basically a snapshot in time, more like the actual definition of moment. It means, if you just were handed a controller and the game was already running and you played for, say, 10 seconds, you would judge the gameplay by that very short amount of time and what the gameplay is like in a random individual moment. You're trying to differentiate it from the general "gameplay" term but if you take the general shooting of Halo, the planning of Civ, or the tactical maneuvering of Dark Souls the kind of gameplay that the game boils down to in most of your time playing it is what the phrase is referring to.
 
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