Depends, I still have nightmares of a black man in a colonial outfit saying 'there's another settlement that needs help...'
I don't have a problem with either SO LONG as there's a good narrative behind it. Look at Witcher 3 fetch quests, usually there's multiple routes to do them and you can end up with bonuses depending on when or how you do it. Even just walking around is good as you might bump into something off the beaten track.
There's no narrative behind a lot of the game mechanics nowadays other than 'here's a power up or new shiny cosmetic'. You need something thematically to make you want to continue in a game.
It is is the "realistic grass and hair" mentality. The massive resources required to have "cutting edge" modern graphics means you are stuck with at best trivial, cosmetic, or numeric gameplay changes after the initial dev run. Oh you think your game would work better with 10 meter wide hallways instead of 6 meter hallways? Too bad, we would have to re-do the entire level tileset and spend 900 man hours re-building every stage.
Except for nintendo, which is closer to AA++, gameplay for AAA stalled in the ps2 era.
As AI tools get better at replicating the efforts of artists I think we will see more small-team content edging into what was formerly the AAA space. And that will allow for more gameplay innovation as the art assets will become one night of compiler time like any other module instead of months of studio work.
See I always thought fetch quests and open world went hand in hand. You know, the "we built this huge boring world we are going to make you see how boring it is" mentality. I'm totally not a fan of modern open world games though, they always trade in gameplay for an extra dose of boring-ness or bad RPG-ness.
I'm not even one to care about new innovative gameplay that it seems so many want. There's nothing wrong with taking a tried and true fun mechanic and just doing it well. Except the games journalists and Youtube community won't like it, and that's all games care about anymore. They all have to feel made up emotions and immersion and shit, I just want to have fun.
Yes walking sims, were they are worse then VN as gameplay and poor when it comes compared to movies.
Most likely it has changed but even academy used to consider that you need gameplay to count as a game which means that it need a fail state.
Depends, I still have nightmares of a black man in a colonial outfit saying 'there's another settlement that needs help...'
I don't have a problem with either SO LONG as there's a good narrative behind it. Look at Witcher 3 fetch quests, usually there's multiple routes to do them and you can end up with bonuses depending on when or how you do it. Even just walking around is good as you might bump into something off the beaten track.
There's no narrative behind a lot of the game mechanics nowadays other than 'here's a power up or new shiny cosmetic'. You need something thematically to make you want to continue in a game.
The Chinese are to blame here, and to a lesser extent the Koreans.
They aren't motivated by a game actually being good. They're motivated by ticking off achievement progress.
Meanwhile Japan, they kinda have two sides:
Let you wander around with massive amounts of side quests and activities that you forget there's a main story
Kick your balls in difficulty till you cry for your mommy and then laugh at your failure.
I misread that as your mommy laughing at your failure. Man, I had an interesting childhood lol.
At least it's not raining General
It is is the "realistic grass and hair" mentality. The massive resources required to have "cutting edge" modern graphics means you are stuck with at best trivial, cosmetic, or numeric gameplay changes after the initial dev run. Oh you think your game would work better with 10 meter wide hallways instead of 6 meter hallways? Too bad, we would have to re-do the entire level tileset and spend 900 man hours re-building every stage.
Except for nintendo, which is closer to AA++, gameplay for AAA stalled in the ps2 era.
As AI tools get better at replicating the efforts of artists I think we will see more small-team content edging into what was formerly the AAA space. And that will allow for more gameplay innovation as the art assets will become one night of compiler time like any other module instead of months of studio work.
See I always thought fetch quests and open world went hand in hand. You know, the "we built this huge boring world we are going to make you see how boring it is" mentality. I'm totally not a fan of modern open world games though, they always trade in gameplay for an extra dose of boring-ness or bad RPG-ness.
I'm not even one to care about new innovative gameplay that it seems so many want. There's nothing wrong with taking a tried and true fun mechanic and just doing it well. Except the games journalists and Youtube community won't like it, and that's all games care about anymore. They all have to feel made up emotions and immersion and shit, I just want to have fun.
I consider dealing with a large bureaucracy a bit of a fetch quest.
Legal filings/counter-filings as 'turn based combat.'
Paperwork in general is turn based combat.
I walked through a university trying to get a specific class and it took hours to get all the needed permissions and signatures.
Yes walking sims, were they are worse then VN as gameplay and poor when it comes compared to movies. Most likely it has changed but even academy used to consider that you need gameplay to count as a game which means that it need a fail state.