pokoko said:
Farmageddon said:
See the bolded.
Also, your sedan/hatch analogy is terrible. It simply ignores (not answers) pretty much everything I wrote.
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That's because what you wrote was terrible. You were trying to prove that one tower is a tower and the other tower is a cat. It was bare sophistry.
For example, you said, "you look around yourself, you decide a spot looks funny, you mark it, go there, and check it out. If the game's core idea is exploration, that probably enhances it. Summing, the core funcion of these towers is giving you a vantage point and extending your view. Just like, you know, towers." Except, I've done the exact same thing in Far Cry and often. Your argument is paper.
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First, I was defining two types of "tower" and arguing, from what I've seen here and from the reviews themselves, that "Zelda's towers are seen as being closer to the first archetype." while "HZD's towers are seen as being closer to the second archetype". I was never sayingin either case you had purely one thing or the other.
That being said, sure. If a tower fills your map with waypoints you can try and ignore that, just as you can look around and see if you find something. The point though is which sort of gameplay the two different kinds of towers are more or less conductive to, and there is a clear difference in that, which grants a different treatment to each. I never said towers of the second kind couldn't be used as those of the first one. I said their main function wasn't that, being "primarilly side mission/resource waypoint mass relays". Which is also not necessarily bad, but if some reviewers don't like that in a given game, there's nothing wrong with that either.
I also pointed about the "trope tortilla" thing, how the implementation of a feature and it's interaction with the actual core gameplay should be every bit as important for a critique as the feature itself.