|
|
|
A Nintendo community by the fans!
|
|
|
∧ |
Forum main |
|
|
Maps in games - a crutch for the weak? [roundtable]
|
|
|
|
|
|
|
02/01/12, 20:13 Edited: 02/01/12, 20:13
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Well I agree, but I think the options have to be built into the game for me to really feel fulfilled. Like, perhaps you want a save anywhere option but I think that would hurt my experience with a lot of games so I'd want to be able to turn that off. One might say why do I even need that, I could just choose to not use it, but I have a hard time just making up my own rules and sticking to them. And really I think that in general if you don't control the experience in some ways, players will find ways to play it that are not as fulfilling to them. Really this is the logic behind having progression through a game instead of just opening up every stage to the player from the start. A few games do the latter (Bangai-O Spirits, offhand) but it never quite feels as fulfilling as working your way through. Offcourse there is a flipside, when you try to control the experience too much and it turns people away. I think Nintendo is finding a happy medium with these cheat items that pop up in Mario games after you die a bunch of times. Even that system needs work, but it still creates barriers to overcome while giving players who are really having trouble with those barriers ways to get past them. New Forms said:Would you rather use a standard GPS to get there or a simple compass? Both can do the job of course, but which is more practical? I just look it up on mapquest. See this is weird, I'm super good at navigating the real world without getting all turned around, I'm just terrible at it in video games. |
|
|
|
|
|
|
|
|
|
|
Having options > not having options sounds good in theory, I mean just looking at it like that, it seems like it should be obvious, and yet...
I find that a more rigidly structure game design usually leads to a tighter, more satisfying experience in many cases. Sure, open worlds and games that allow you to customize the hell out of them have their virtues, and their fans, and I would not want to take their favorite games away from them.
But I really, really enjoy moments in gaming where I'm at a particularly tricky spot, then suddenly realize exactly what I have to do, and end up admiring the work of whoever was responsible for that particular segment. I dunno what it is. I like these moments that make me think "damn, that's clever", and they make me feel clever in turn for figuring them out.
And options can destroy the careful balance that the designer tried to set. Or worse: he has to compensate for those options knowing they're there. I'm fairly convinced a game like Half-Life was designed with the idea that players would constantly quick-save in mind. Not fun, to me. Goldeye's challenge in comparison seems more balanced, and the pacing of the levels much smoother.
As far as maps go, I personally think they're essential in a lot of games. Many old school games would benefit from them, in fact. Like Blaster Master. Now there's a game that I'm pretty sure was designed with the idea that kids would have unlimited time to spend in the game and learn the layout of the levels by heart. Well, it's not my case.
I'll have to look at someone's maps for the game one day... |
|
|
|
|
|
|
|
|
|
|
|
|
@Zero@GuillaumeYeah, you guys are both right. Tight, focused design is important no matter how much freedom you give the player. I think it falls back to how intelligently one handles crutch mechanics. Like Zero said, Mario handles repeat failures well (also the 2nd-player "bubble" was genius). I wonder how much of it is just natural evolution and sophistication. I'm sure we can all remember a time when you had to sit down and read a new game's instruction manual from cover to cover just to get the basics of gameplay. Today, instruction manuals are incorporated directly into the game as tutorial levels seamlessly integrated into the game proper. There is really little need for instruction manuals anymore and the industry seems to think so too as they're becoming more and more just leaflets with a bunch of tiny legalese paragraphs. To me this is nothing more than a natural evolution, just like in-game maps, quick-saves, and such. EDIT: @JargonHaha! Whatever you say, gramps! |
|
|
|
|
|
|
|
|
|
|
|
|
@New FormsWell, of the games you've mentioned, I've only really played Arkham Asylum. And I definitely regret spending 80% of my time in Detective Mode. But it's so much more efficient! How can you pass up that extra functionality? I'd rather see the game world in the most natural way and retain some of the tension of not knowing what's around the corner, but I just couldn't give up seeing through walls. Is that my personal weakness? Maybe. But I bet that it's a hell of a lot of other people's, as well. Just like grinding, unnecessary DLC, etc., it plays on many gamers' worst tendencies (although not in as evil of a way). To use a Nintendo example, Zelda. Recent entries have been too easy, in general. So why not just do a three-heart run and make it more challenging? Because it is almost IMPOSSIBLE to resist the lure of that glowing Heart Container, the constant positive feedback of gaining virtual strength. And it feels like you're not 'playing the game right'. Maybe it's just me, but I don't think so. EDIT: FUCK, Zero just said the same thing! I didn't read his post before responding, I swear. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@AnandI just go with the flow. I didn't use Detective Mode much in Batman primarily because I enjoyed the visual presentation so much I wanted to soak in all those gorgeous graphics without ruining them with Detective Mode's blue-tinted x-ray look. That was just a personal choice. I think I bring a different attitude to the table based on my mood at any given moment. Sometimes I fire up a console and am ready to crack some skulls. Other times I might be tired after a long, tough day at work and want a more relaxed experience. With intelligent crutch mechanics (I'm coining that term), I play the same game either way. That provides a lot of flexibility for the end user. When I play Forza 4 I can customize the game based on the experience I want to have. Suggested driving lines, gas/break/steering assists, auto/manual transmission, rewind flashbacks, and a whole host of other toggles let me shape the experience. As I've gotten better at the game I've turned of virtually all assists, and that makes me feel like a bad-ass when I'm screaming around corners with zero crutch mechanics. Yet I'll still boff a turn or two and have no shame over rewinding and attempting that corner over again. I love the level of freedom these types of options offer, not only for myself, but for gamers of all skill levels. It makes many games far more approachable to a wider audience. But it doesn't sell out. It serves both the hardcore and most casual of players. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
∧ |
Forum main |
|
|