One thing I like about the long life of this generation is how I feel like my investment in the console I bought has really paid off and keeps on giving. But I'm beginning to be completely unmoved and un-'wow'-ed by anything I see now. I'm ready for next-gen. That being said, I don't think Square Enix itself has made the most out of the current generation at all, their expertise is so narrow, they need to grow as developers and game designers
He's got good ideas, they're just not always executed well or in a way that would cause the impact he intends. I hope he finds that precision and accuracy in conveying his creativity by working in a small team once again
@synj I love film, and I enjoy good ones. But the feeling I get after spending a few days or more reading a book is more similar to the feeling I get from a good (story driven) game, as opposed to a movie, unless I've decided to sit through The Lord Of The Rings trilogy or something.. I think there's an effect had from the length of time you inhabit a fictional narrative, of which books and games usually provide more of. Not always better, just different
Also referring to one of Schafer's comments in the interview, I look back on Grim Fandango and Psychonauts almost as if I'd read a book. I think the reason games can be emotionally enriching and stay with you the same way books do, is because like books, you have to immerse yourself and live in them for long amounts of time to reach the end of the story, unlike a movie, which you consume and leave after an hour or two
I love that this guy came to defend his game from some random journalist that made a damning editorial about it. I like Tom a lot, but I think he took this too seriously, I completely understand how a developer making a war game will need to somewhat cater to 'the dude bros', its an entertainment product, it needs to be fun. But amidst that fun you can throw in characters and a story to invoke meaning and emotion (If you're good enough). Tom sounded ridiculous at times, when he was saying they should aim to be a game that isn't fun.. Games can be frustrating and still fun, thats why some of us enjoy survival horror. That being said, Tom's concept about having a squad who are gone forever when they die is a good concept, and it was used in the DS game "Aliens: Infestation", worked very well. Marines on your squad acted as lives, if they die, they're gone forever, if you run out of marines to play as, game over. It was a good concept, each had their own personality and you grew attached to them, really wanting particular ones to make it to the end.Anyway, I understand Tom's criticism's completely, but once the man explained the type of game they're making, not a simulator, I think it was ridiculous that Tom couldn't let it go. Tom had a good point at the end, about a buddy just respawning on multiplayer and how that doesn't communicate the meaning of camaraderie and loss, but when asked he had no solution on how to simulate that, saying "I'm not a game designer". It doesn't sit well with me to damn something so much when you don't have answers yourself, though I love questions being raised. I love that question, I don't like it being followed up with words like 'sickening' and 'shameful' though, but thats just how I feel. Very cool video to upload
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