Soleron said:
These "experiences" are not playing to the strength of the game medium - interactivity. They make it very forced with QTEs and binary choices and narrow, linear levels, instead of defining some rules and letting the player explore or see what grows out of the game unintentionally. Developers want to control what the player sees and hears down to the tiniest detail, with huge visible barriers if you for a moment step outside of the prescribed experience. It's not feeling like a game that kills it for me, it's feeling that it's not my story. It's someone else's, probably a Hollywood writer's. If I wanted that I really would just see a film. Look at the last few years of Western games and tell me they don't desperately want to be Hollywood. Watch the 2012 MS press conference all the way through and the games are as I describe. |
A game can be as tough or challenging as it wasnt to be, it just has to stop holding your hand. Think about that. If you're in an experience that stops holding your hand, get ready for a true a maze.







