Khuutra said:
I'm not making a point, I was asking if you thought it possible to judge a design decision as inherently bad. It seems you don't, so that is answer enough. |
Ah, I see. Not really, not unless it clearly didn't work as intended. I mean, I can see that angle, particularly from a commercial angle. But I'm more of an art over commerce sort of guy. I think there are design choices that will narrow down your audience, perhaps hugely, but I don't think they should be seen as bad. Of course, they will by many.
It's clear that LBP would have been better received by a lot of people of your Sackboy wasn't affected by gravity but instead moved and jumped with Mario precision, but I think that is an okay decision design for the game. Or that DS would probably have more fans if it didn't have such drastic penalties for failure, however I can see the thinking behind it and clearly it found its audience who agree, or KZ2 had CoD style weight and movement vs what is has.
The closest I'm feeling to wondering if a design decision is bad are the controls in Heavy Rain, there I'm really not sure there is a better alternative to achieve the same goals. With DS, I think the design decision works well for what they seem to want to achieve, a huge penalty for failure and an insistence on practical perfection to win through, but with HR I'm not sure the same design goal of immersion in a character driven narrative couldn't be achieved better without QTE style input.
And with that comment I'm probably opening my own can of worms with the HR fans!
Try to be reasonable... its easier than you think...