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archer9234 said:
irstupid said:

Yea, I've hated how casual so many games have gotten. Used to be you had to find health packs in games. Now you crouch behind a wall for 10 seconds and wait. Or many RPG's that as soon as the battle is over you heal to full health. Ect.

Withholding stronger weapons behind story progression is handholding the player through a set course. You will run into road blocks, invisible walls, ect that prepvent you from going to tougher areas because you are weak, ect. They open up as you power up and progress. That linearity is hand holding.

That is not my defination of hand holding. What I consider hand holding. Is when a game told you what to do. IE: Got here. Now go here, to use this item. VS It's Dangerous out there. Here, take this. Not the fact that things where gated off. I never ever thought walls, to prevent game explotation. As hand holding. Never have.

But that is hand holding. A gated off area, or some barrier limited you until you reach a certain point or get a certain item is teh game devs saying "Go here, now do this, ect"

It's just hidden behind "plot" It's what Zelda did for years. THey would have a dungeon/area be unessecable until you got a certain item, which was found in another dungeon. Thus you always went in a order they planned.