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Talbain

Joined: 14 Jan 2007
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Posted: Wed Sep 19, 2012 11:53 am |
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| 108 wrote: |
| This Machine Kills Fascis wrote: |
It's funny that Tim and Brandon are sort of the progenitors of the SB brand and yet a lot of their tastes are way outside the parameters of the hivemind--Brandon especially!
Tim, we have, like, the opposite opinion on what games should be.
And yet everyone agrees on Godhand, because duh. |
brandon sort of doesn't like much popular stuff. he tends to like cool stuff of a cutely broken quality.
i am curious as to what you perceive as my "opinion on what games should be". because i'll be honest: it's not just demon's souls or dark souls . . . i don't like anything, anymore. i have an idea of what games should be and everything that comes close is still so hilariously far away that it's almost depressing. |
If you hate everything, you probably need a break. Or some anti-depressants.
Then again, I don't really like most of modern game design either. Still, I wouldn't say I hate everything.
Really, I'm honestly afraid of whatever the next big evolution in game design is, because I suspect it amounts to attempting to get players to attach psychology to technology, and that potentially goes dark places. Like firing missiles onto actual people dark, and not much caring about the fact that you're doing it. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Wed Sep 19, 2012 3:24 pm |
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Realistically Farmville and Visual Novels are more problematic to the medium's evolution. So in a sense, the medium probably has gone backwards rather than forward over the larger scope of what's a game.
The Last Story is actually a good example of the latter. It has all the regular trappings of jRPG, but includes a silly, linear story where you make "decisions" by deciding whether or not you want the game to progress, and what's worse is that in some cases answering Yes or No in certain situations leads straight to a Game Over, making these non-decisions meaningless. There's also the QTEs... I suppose that's another part of design that really needs to disappear. Simon Says isn't a terribly interesting game. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Wed Sep 19, 2012 4:25 pm |
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Except what these games are doing is using psychology rather than solid mechanics. It's relatively easy to make a game like Farmville or a Visual Novel with tragic heroes, but both eschew complex mechanics in favor of using human desire as their primary means of garnering purchases. And it ultimately doesn't end well for anyone. The players end up feeling robbed of both their money and their time. This isn't good for the medium. It's not even good for their genres, as it makes people who are aware of these strategies less inclined to be interested in them again (and in extreme cases, has led to lawsuits). _________________

Last edited by Talbain on Wed Sep 19, 2012 4:29 pm; edited 1 time in total |
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Talbain

Joined: 14 Jan 2007
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Posted: Wed Sep 19, 2012 4:35 pm |
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| Dark Age Iron Savior wrote: |
| The Last Story is not using psychology |
I never said that game specifically was (whereas I was with stuff like Farmville). I said it involved a lot of meaningless non-decisions like that of Visual Novels, and that being given non-options weaken a game overall. _________________
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Talbain

Joined: 14 Jan 2007
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Posted: Thu Sep 20, 2012 2:24 am |
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| BenoitRen wrote: |
| Most old-school JRPGs also had a lot of meaningless non-decisions yet I didn't see you complaining about them when preferring to play those instead. |
This isn't really true. The best example is "But Thou Must!" and that's a one-time event throughout the entirety of the game (Dragon Quest). Having one or two non-decisions is far different from having an entire game riddled with them. _________________
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