@AzatiS: Well firstly, voice acting and story aren't game design issues. Those attributes do not pertain to game design.
Secondly, like Champ mentioned, it's about weight.
The story and voice acting of Mario are inconsequential at best, right? So we examine Resident Evil 4. There is more story than the former game but it is still a significantly smaller portion of the experience or play-time in RE4 to something like, say Uncharted 2. Thus, it's about intentions. Does Resident Evil intend to have a great story? Not really. It never really did and the game doesn't spend all that much time indulging in its narrative other than to contextualize the gameplay. Does Uncharted?... Does it succeed when compared to the stories it is aiming to reach for? Keep in mind that a Youtube search of RE4 cutscene length vs. Uncharted 4 shows the length of RE4 cut-scenes is about 1hr and 30 minuts vs. Uncharted 4's 4 hour cut-scenes (not including the walk and talk and driving downtime)
I still hold that the control scheme of RE4 is absolutely not a design flaw. This is simply your opinion and I disagree with it. I would agree with you if RE4 was designed around moving and shooting but failed to have this mechanic but that's not the case. Enemies, level design and challenges are design with this limitation in mind which is why I thought it was a good choice to make every encounter feel tense in past RE games too.
But it can't work both ways because there is a jarring inconsistency between the intent and the flaws that Champ is presenting here. Let's examine this again and conclude how this is not double standards.
Resident Evil 4 has three puzzles that make up a small portion of play time during its 15 hour run time. They aren't very good but this is inconsequential when you consider how little you are spending your time doing this. It shines at what it sets out to do in survival horror action which takes up a bulk of the experience so no harm done, for me. Same way springs in Super Mario Bros. stink but very, very few levels ever actually use them.
On the other hand, from what I understand, Uncharted 4's play time is dominated by platforming and puzzles. Like RE4, the puzzle elements aren't good nor is the platforming (I can at least use U2 as a reference that the platforming is quite dull...). So the problem here is that this is the dominant portion of the game.
It would be double standards if the bulk of RE4 was playing these puzzles like Uncharted 4 and holding no complaints about it but that's not what is happening here. The weighing is important because if the designer is asking the player to spend a whole lot of time during the 15 hour game climbing surfaces then that gameplay probably needs to be very compelling.
-
Breath of the Wild is a new game that I think is really great. It has a pretty rubbish narrative and really bad voice acting but fortunately these elements are extremely scarce in the actual play time. I'm also spending the majority of my time inside the excellent exploration game-loop. It's not as bad than if, say a game like The Wolf Among Us had a bad narrative or voice acting because that is the game. Do you see how weight is important to the capital or impact of a potential flaw in a game?
Log in to comment