S.T.A.G.E. said:
Soleron said:
S.T.A.G.E. said:
Games are not ashamed of being games, they are just evolving into experiences. When you forget for an instance that you are where you are while playing a game the developer has broken down the wall of immersion and allowed you to be apart of their wall. There is no immersion when something feels like a game.
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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.
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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.
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Who says everyone gets to finish a game, or that's even the goal? Maybe running around having fun can be the goal. Most players never finished OoT, but everyone enjoyed the experience.
In the arcade games that console games grew out of, hardly anyone finished a game. It was about replaying levels until you mastered them, which required solid design that didn't burn out on a single playthrough by relying on surprise.