twintail said:
| GoOnKid said: Sure we could have, but this room he rambles about is a prime example of how to not hold the players hand and still maintain great level design. This example is therefore very relevant to the topic. Yes, the expert tricks that you can do with the shinespark are never explained. Jaffe however struggles at the very beginning of the game and ignores the many clues that the game indeed gave him. I would actually love to expand this discussion not to just this example, though. What are your favorite games with and without hand holding? Do you like games that explicitly tell you exactly what to do next, or would you rather find out yourself? |
Yeah I get what you're saying. I'm not denying the connection, but rather the giving of a platform to Jaffe. Anyhow, specific to your question: I guess it doesn't matter much to me. I honestly only have a finite amount of time to dedicate to gaming, so I'm not big on the idea no hand holding if it leads to arbitrary vagueness. Paper Beasts is one such game. I dunno, there were a couple times where I had no idea what I was meant to even be doing, and discovered that I had spent like an hour doing something in the completely wrong spot. I think Last Guardian and Hitman have good implementations. TLG has a meditate button: upon pressing it the narrator will provide context for what needs to be done in like a story manner. It's not always 100% direct, but I think it's a great feature to help ppl who can't figure out what to do next. Granted, the game is buggy and this feature doesn't work as intended. Hitman: I play each new level on Master difficulty first. Here there's nothing to help you figure out what to do. Afterwards, I'll play on professional difficulty and just follow the waypoints to complete the different story missions. |
Seems like you don't like him very much. What happened?
I didn't know Paper Beast. Checked some gameplay, it looks interesting! Sucks that you wasted an hour but maybe that hour was at least somehow enjoyable, a bit?
That meditation system in TLG seems a nice way to implement that little extra help, yes. It's optional and not straight in your face, I think that's a good solution. In some Mario games when you die a lot in a level then some sort of help system appears at the start of the level. Luigi comes and plays the level for you. But that is optional, too. You have to hit a specific block which only appears in that specific case. If you don't want to, just don't.
As somebody with not all that much spare time you sure have an interesting approach to Hitman xD I can imagine that you would have to restart a level several times in order to get everything done right, no? But it's cool to play it like that, I guess. If that is the only way to switch off all hints and notifications, then sure, why not. I never played Hitman, but I briefly know what it's about and how it is played. I can nly imagine the satisfaction of lining up all those little details perfectly.