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Forums - Gaming Discussion - The true difference between AAA and AA

@saviorX

They didn't use the term AAA or AA, I just used them to distinguish between what we would term a good game and a brilliant or great game. And yes the entire context of the article is to see what the difference between the two is. And if thats all you got from the article I suggest you read it again.



                                           

                      The definitive evidence that video games turn people into mass murderers

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@scottie

The study was done specifically on action games. Your right I should have put something in the title to convey that, my bad



                                           

                      The definitive evidence that video games turn people into mass murderers

@ Mendicate

Well then, yes, I think for the most part you are right. People will prefer games in which they are in more danger, but able to escape - We essentially play these games for the release of adrenalin.

The theory also applies well to survival horror

Although it doesn't really explain the Stealth (sub)genre. In a game like MGS4, you're rewarded for finding a way to stay out of high risk scenarios



@scottie

On the contrary I think stealth works very well in this context. The risk is involved with getting close to your targets without being detected and when the enemy is only a few feet away it can result in a high stress situation that can be highly rewarding when the player completes his objective without being caught



                                           

                      The definitive evidence that video games turn people into mass murderers

The article doesn't really say anything new, though. We already know what elements people like, and they often disagree anyway.



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Mendicate Bias said:
@windbane

I honestly have never played Resistance so I cant comment on the gameplay mechanics however I don't think your interpreting the article correctly. Their not saying Resistance is a bad game but just compared to classics like Half-Life 2 it doesn't shine as brightly. That's the whole point of this article, to distinguish between what makes a game good and great.

 

That's just the thing, though, I liked Resistance more than Gears.  This article also says nothing about multiplayer, which was better in Resistance as well.



Everyone has their own personal opinions about games and that's never going to change. However there is also something called mass appeal and just because someone doesn't like a game for whatever reason does not negate its mass appeal. Going by this site many people don't like Halo but it is evident through sales and the games consistent charting of most played xbox live games that it has mass appeal.

Psychology will never be an exact science it's all about finding the trends that work for most people, not all



                                           

                      The definitive evidence that video games turn people into mass murderers

windbane said:
The_vagabond7 said:
windbane said:
The_vagabond7 said:

That is very interesting. I find is especially interesting that cutscenes were actually harmful, and disengaged the players (suck on that one for a while, Kojima). But I can completely relate to that, because games like Half life or COD4 that keep you in the action at all times I feel are far more intense, immersive and engaging than games that have frequent cut scenes.

Also fascinating is how important pacing is. I've felt for a long time that pacing in a game is a far overlooked aspect to a game's quality. It takes alot of level design and fore thought to create an effective experience. Slower down times followed by big battles or intense fights. Lure you into security, give you a minute to come down off your high and then throw you right back up there into something crazy. Or gradually build up the pace into a climactic crescendo, and have the expected reward system of it coming down into something of a breather after the high is hit. Pacing is incredibly important to a satisfying experience.

 

Every Kojima game is AAA. CoD4 has cutscenes and is also a great game.

 

Did you even read the article or understand what I was talking about, or was Kojima's bush obstructing your vision?

 

It's a shame that such a great and insightful article is going to be completely passed up by people who just saw a keyphrase like "AAA" and decided to throw in their two cents.

 

Indeed, I did read the article. Did you? It's interesting that you take a jab at Kojima even though nothing in the article indicates that his method is bad. In fact, you have a blantant untruth in the 2nd sentence of your post: " I find it especially interesting that cutscenes were actually harmful, and disengaged the players" That's not what the article said at all.

"

What Went Right

1. Cutscenes with overarching emotional themes.

Uncovering the "perfect" cutscene, in terms of power of physiological emotional response, proved to have no formula. Just like their cinematic movie counterparts, game cutscenes have no single creative blueprint. As you can imagine, a horror film evokes a different set of emotions than a comedy, but both may be powerful and effective pieces of art.

What we did find is that games like Gears of War, F.E.A.R., and Call of Duty 3 consistently engage players by specializing in a particular thematic emotion."

They then give 3 examples of games they studied and how the cutscenes were beneficial. About Gears of War they said of the cutscenes: "Together, over 80 percent of players reacted with one of the 10 most intense engagement responses of the game, no small feat for a title with bloody chainsaws and huge courtyard battles." Sounds like a ringing endorsement to me.

Their examples of bad cutscenes are briefings in GRAW2 and the info on battles in Resistance. Well, duh. Those aren't very exciting cutscenes.

Where they should have given more credit to Resistance is under the section about novelty weapons, because I felt Resistance had great weapons.

Their conclusion also contradicts your claim:

"Clients (and family members) always ask us if there's a single formula to compelling, engaging media, whether it's a video game, advertisement, or a movie. The truth is, there isn't.

But there are definite trends in what makes engaging and successful gameplay. At the end of the day, each of these successful games relies on superior execution and creativity to craft a uniquely engaging experience. Our big surprise is just how important the little things, like throwing a grenade, can be -- even more engaging than that epic and highly-scripted plot events.

Little things add up to more enjoyable experiences, higher Metacritic scores, and higher sales. In short, more fun. As we've seen, there are definitely some "rules of fun" that hold across these titles, and in some cases, across games in general. More interestingly, though, we're looking forward to seeing how future titles innovate and break these rules. As players expect more and more from their game experience, smart risk-taking in game design may be the only way to truly stand out in the crowd."

Your example of CoD4 is false because it does have cutscenes. That's why I mentioned that in my response.

Also, most reviews mention the pacing of games if they are good. That's not a new concept. I happen to love all the little things, great combat, great cutscenes, and great pacing of MGS games, so pardon me if I defend a guy that you had no justification to attack based on this article that really presents no new information other than telling us that some Xbox games did a good job.

Did you read past the first page?

 

"However, other titles in this study struggled with maintaining engagement during cutscenes more than any other element. Players say they want them, but cutscenes in general are not as engaging as combat or other interactive gameplay. All too often, cutscenes simply served as the cursory bridge between two levels.

Underperforming cutscenes showed a distinct pattern. Most were highly informational and involved "talking heads" or narration."

The first part compares what cutscenes work best, but cutscenes as a whole don't engage as much as actually playing, and ones that are just informational, talking heads, or narration did worst of all. All you quote is a feel good "everybody does a good job in their own way" blanket statement that can justify anything.

 

COD4 is hairsplitting. It has next to no cutscenes that you aren't in control during. You are almost always in your characters head, and that is a great thing. It increases immersion.

There is a difference between defending a guy and saying everything he shits is gold, and the point of the article had nothing to do with Xbox, so get off your fanboy horse.

I feel sad for this topic, it had so much potential.

 



You can find me on facebook as Markus Van Rijn, if you friend me just mention you're from VGchartz and who you are here.

The_vagabond7 said:

That is very interesting. I find is especially interesting that cutscenes were actually harmful, and disengaged the players (suck on that one for a while, Kojima). But I can completely relate to that, because games like Half life or COD4 that keep you in the action at all times I feel are far more intense, immersive and engaging than games that have frequent cut scenes.

Also fascinating is how important pacing is. I've felt for a long time that pacing in a game is a far overlooked aspect to a game's quality. It takes alot of level design and fore thought to create an effective experience. Slower down times followed by big battles or intense fights. Lure you into security, give you a minute to come down off your high and then throw you right back up there into something crazy. Or gradually build up the pace into a climactic crescendo, and have the expected reward system of it coming down into something of a breather after the high is hit. Pacing is incredibly important to a satisfying experience.

I've always been saying that pacing is the most important aspect of storytelling (in any medium), interactive entertainment, and sex.

 

And regarding cutscenes, they're always better when done in-game so they don't distract you by making you want to set the controller down and wait.  If you're still controlling at least the camera or something while the scene goes on, you still feel involved.  That's one of the many reasons Half-Life was so genius back in 1998.



The Ghost of RubangB said:
The_vagabond7 said:

That is very interesting. I find is especially interesting that cutscenes were actually harmful, and disengaged the players (suck on that one for a while, Kojima). But I can completely relate to that, because games like Half life or COD4 that keep you in the action at all times I feel are far more intense, immersive and engaging than games that have frequent cut scenes.

Also fascinating is how important pacing is. I've felt for a long time that pacing in a game is a far overlooked aspect to a game's quality. It takes alot of level design and fore thought to create an effective experience. Slower down times followed by big battles or intense fights. Lure you into security, give you a minute to come down off your high and then throw you right back up there into something crazy. Or gradually build up the pace into a climactic crescendo, and have the expected reward system of it coming down into something of a breather after the high is hit. Pacing is incredibly important to a satisfying experience.

I've always been saying that pacing is the most important aspect of storytelling (in any medium), interactive entertainment, and sex.

 

And regarding cutscenes, they're always better when done in-game so they don't distract you by making you want to set the controller down and wait.  If you're still controlling at least the camera or something while the scene goes on, you still feel involved.  That's one of the many reasons Half-Life was so genius back in 1998.

This, with a high five. *holds hand up*

 



You can find me on facebook as Markus Van Rijn, if you friend me just mention you're from VGchartz and who you are here.