Knowing when to quit
by himsaad714 on Comments
Ok this is a quick rant I've been thinking about for a while now. Game developers need to know when to quit. when to change tactics, you know fold the hand and throw the cards in. yeah there is the time when it should be all in, when traversing the final level and coming past the build up of suspense to the boss. Fine but not through every hand in the game. Now i guess i should get at the subject rather than just spewing analogies, My point is i feel that these developers will come up with a bunch of nifty ideas then they toss a few, rework the product, remove some more ideas in lieu of more developed ideas and finish the product. now what the customer receives is a product that is over hashed and redundant. from levels with enemies that keep spawning just to slow the game down, to over stretched lame dungeons that are copy pasted in the first place, to the over used rule of three in video games since the dawn of them oh so many years ago. i mean what is with the rule of three, ive done it not once but twice why must you make me do the same thing again a third time. I hate doing sh#t twice let alone three times. Hell i guess im b#$%ing about how i waste my time but if im reading a book i don't want to have to read the page over and over again just to get to the next page, once i happen to read a word correct. Or if I'm watching a movie I do not need to see scenes twice to get the affect from them. the same should be said if im playing a story driven adventure game where im supposed to be this amazing character that is supposed to get through the game with out getting hurt. i say design a game where it shows that off not one in which its a system of trial and error to pass the level. Ill use uncharted as an example, nathan drake is supposed to just barely get through each situation by the skin of his teeth. k awesome rather than doing the checkpoints albeit they are everywhere which is nice, try making it so if i fail a section that concludes part of the story. Move on to the next scene from that point and continue, my failure just adds to context, such as that "event or failure" was supposed to happen. further immersing me in the depth of the story. Heavy Rain did it, yeah its very cinematic yes, but i think its very possible to create a linear story with a few story branches based on over all progression of the story and how well i complete it. K back to over doing it. Why in every game with guns im constantly being shot, i get it there are guns and bullets firing everywhere but its absurd. Bioshock for example, omg I'm done with the level I'm just trying to collect everything and move on but no, im still having to purchase ammo and kill ever spawning enemies. I mean come on there are parts when i walk into a dead end room turn around, walk out and two splicers come running at me from behind only to drop my health, wasting my eve and ammo to survive. There was no one in the room arrrrrgh. Though I will give it to 2K for using the vita chambers, a quantum entanglement devices that re-spawns you. Which to my paragraph above is a good way of answering player death with checkpoints while still progressing forward in the story. To continue above about guns and violence in video games, i love it as much as the next person its fun as hell drinking brews blowing your friends up but omg not every game needs violence or the amount they put in the average game let alone fps. once again know when to quit. I want an experience a little more relatable when playing a story driven game. Maybe an adventure game where it's just maybe...... adventuring. Think Uncharted or Tomb Raider with little to no violence, only challenging brain teasing puzzles. Oh wait a little company called valve did just that, they created portal. a game based sole on puzzling deductive reasoning driven progressive story..... its amazing i want more games like this people. Suspense also can be created through minimalism, a story can be taken further, drama has more affect when used less, violence as well. take a love story and throw a shooting in at the end and see the power it holds over the emotion of the audience and characters vs say a movie like transformers where its riddled with ridiculous blow em ups and unbelievable events. Silent Hill vs Call of Duty is what im getting at basically. obviously Silent Hill is less real, but it holds captivation by holding back things from the audience. creating suspense and making the norm just barely not. Call of Duty is based on real events in the most unreal of ways. making it so far detached from any relatable story. I see my self getting caught in a psychological driven horror story far before ill see soldiers run around all willy nilly shooting everything and tea bagging each other. lastly in knowing when to quit. i guess i should take my own advice but real quick. Has no one read the art of war. Holy sh#t people why am i always going a thousand jen high in video games.you NEVER go a thousand jen high thats just death. i feel like everything in fps games hates you, the world is against you. one man kills/saves the entire world might as well be the tag line. You know if you want to send the entire video game world to kill me you might as well, though thats not fun. so why do you put me up against 50-100 guys in one fight like its casual lmfao. though I get it that we as americans have the idea that an every man will some how be better trained and better suited every time than the soldier they are up against. Its the american chip on the shoulder. but my god its so old now. so over played. we get it their are master chiefs, Nathan Drakes, Marios, Links, Solid Snakes, Alucards. Now come up with a character who's vulnerable, who can get hurt, fail a section and continue like its all part of the story. Base it off what I do not what my character will do over all, once i happen to pass a level. and stop for the love all that is universe, pitting me in absurd situations.
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