[QUOTE="HAZE-Unit"][QUOTE="DarkLink77"]
BY POPULAR DEMAND, FOR THOSE OF YOU WHO CANNOT READ, FOLLOW SEMI-COMPLEX THOUGHTS, OR SOMEHOW ORTHERWISE MISSED THE POINT IN THE 700+ POSTS OF THIS THREAD:
This is not about cutscenes, and this is sure as s*** not saying that games should not attempt to tell stories. What it is saying (pay attention now), is that many big-budget, mainstream games have become focused on scripted, cinematic sequences to the extent that they let the player influence the game as little as possible. The player becomes a necessary inconvenience, raildroaded from one scripted sequence to another, in gameplay segements that will play the same pretty much every time. This is not good game design. As a result the gameplay, which is the most important part of a game, becomes an afterthought, and is, in the case of Uncharted 3, the weakest link.
And yet, this game, which has serious gameplay issues, is heralded as a masterpiece simply because it has good production values. This is a serious issue within the industry.
Are we all on the same page now? Yes? Good.
DarkLink77
First off, YOU didn't play the game, how the f*** do you know whats wrong with it? how about pointing out a game you have actually played ? because Im gonna rip your post apart and you won't be able to reply.
1- I don't know exactly what you mean by that but if you think throwing the player in what supposed to be a cut-scene in the past and make them take control of the character they are watching is bad then you are wrong, what ND is doing in Uncharted is one of the best forms of interactivity, this is one of the solutions of how to avoid long cut-scenes and is what lots of gamers wished for years, to be active in that awesome looking action packed cut-scene in the past.
2- you are totally and very wrong here again, gameplay segments are not the same in Uncharted 3 and shooting is not the ONLY part of the game ( which is great btw ), add to that the fact that you don't know how many cinematic scripted events are there in Uncharted 3 to begin with because you didn't play the game, plus Uncharted series thrives in cinematic experience because it is an action adventure game, it depends on telling you story through levels and immerse the player by providing amazing set-pieces to showcase the player the magnitude of adventure they are trying to suck them in , lastly, Im confused are we considering whole levels as scripted events now or what? if so then be it, call it a scripted event, a new level, going from A to B or whatever, that is the nature of linear game design overall and it is not a weakness to have them, it is what the game designer trying to show and tell the player through completing levels, also you need to be more specific about what you consider a cinematic scripted event because thanks to ND, they have completely changed what is defined by industry standards as levels.
3- good game design and excellent gameplay is what ND doing, again go and play U3 and see how the chateau and the shipyard chapters would blow your mind, the level design there is extraordinary, same goes for the sinking ship level, Im not gonna spoil the game for ya because there are even more great level design , I know you are talking SP but I have to add MP in the argument of level design, ND has multiplayer maps on lock for superb game design.
Last but not least, when people compare the melee combat from uncharted 3 to that of Batman Arkham City and when the shooting mechanics are arguably better than Gears of War you know Naughty Dog are not kidding and they are surely not putting gameplay as you call it, an afterthought.
Oh, look I'm replying, though reading long-ass run on sentences is a pain. Punctuation is your friend. ;) So, limiting you to a slew of context sensitive actions that will be the same every time so that someone at Naughty Dog can practice for being a film director when they grow is good design? Yeah, no, sorry. Those segments of gameplay will play the same each and every time you go through them, so I'm absolutely right. Moving on. No, making sequences with no room to let the player do anything except play it the way the designers intended for you to play it is not good game design. It's actually really bad game design. That's called making an interactive movie, and that's bad.you didn't read my post and you didn't reply, congrats for another fail.
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