True Gaming Aesthetics: Themed enemies vs. enemy variety. |
- Aesthetics: Themed enemies vs. enemy variety.
- Introversion in game design
- Xenoblade Chronicles 2: A case study on how inattention to little details ruin the big pictures
- Most interesting gaming related b(v)logs? Specifically about Level/Environment Design, Behind the scenes stuff, Dev Diaries, implementation of new mechanics, how things work
- Good Video game critics? Like MatthewMatosis or Joseph Anderson?
- Why are so many of these walking simulators overrated?
| Aesthetics: Themed enemies vs. enemy variety. Posted: 15 Dec 2017 08:39 AM PST I'd like to compare and contrast two pairs of similar games, regarding how enemies are designed aesthetically. Devil May Cry 1: Enemies are visually very different from each other, from puppets, floating reapers, shadow cats, lizard warriors, ice lizards, etc. Different colours, "origins", etc. vs. Bayonetta 1: Enemies follow a consistent "angelic" theme, with white / gold being prominent on every enemy, halos etc. And System Shock 2: Again, enemies are visually quite different, zombies, robots, cyborg nurses, monkeys, fleshy giants, etc. vs. Prey (2017): Enemies follow a consistent "shadowy tentacles" theme, and most are humanoid, etc. And we have the Operators which are all identical except for colour variations. Which style do you prefer? Do you like more variety or more consistency? Are there other game pairs in the same genre that we can contrast in this way? [link] [comments] |
| Posted: 15 Dec 2017 09:38 AM PST I recently figured out the common thread in most of my favorite games: a sense of solitude and introversion. Games like Dark Souls, King's Field, Myst, Super Metroid, Tomb raider 1, Thief 1 and Eye of the Beholder are very different, yet they appeal to me for the same reasons. It drops me into a world with very few elements of distraction and require me to figure things out in a solitary fashion. Introverted games are usually much slower and more deliberate in its design. Even an action filled title like Dark Souls seems to be more about being alone in a hostile world than about fighting and action itself. These games also have very sparse amount of hand holding, which i think is a requirement for creating a truly isolationist atmosphere. When the game is too meta and following you around at every step, it is harder to be immersed. A lack of hand holding doesn't equal difficulty, it just means that you are alone in this world and nobody will figure things out for you. In the age of extensive focus group testing, this seems perhaps archaic to many, yet it usually elevates immersion to a high degree. There are lots of exceptions of course, from The Witness to Rain World, yet it seems that games with an introvert approach to mechanics and world building seems to be increasingly rare, in general. Tomb Raider 1 vs Tomb Raider reboot is a good example of the development towards a more "humanized" design. The austerity of the first TR game would be a hard sell today, yet it was immensely popular in the 90s. Why were people more accepting of this type of experience before? Is solitude (horror games excluded) simply seen as an outdated aspect incompatible with the expectations of modern game design? [link] [comments] |
| Xenoblade Chronicles 2: A case study on how inattention to little details ruin the big pictures Posted: 15 Dec 2017 01:28 PM PST Let me start by saying that Xenoblade Chronicles 1 has to be one of my favorite JRPGs of all time, to the point where I bought a physical copy of the Wii game without having a Wii. Although I had trepidations about the direction of Xenoblade Chronicles 2 (XC2), I bought the game and am currently about 15 hours into it. In my playthrough, there have been a bevy of issues that have become increasingly difficult to ignore, to the point where I think they deserve calling out. Before I say what those issues are, there are two counter-arguments I'd like to address right off the bat, especially given the "low" time investment I currently have in the game. In response to "These problems have existed in the last two iterations of XC and are more quirks of the series", I want to point out that the issues I present can still be considered issues; many details are changed in between each game, and I wanted to point out how a legacy 'quirk' can transform into a bigger problem in light of those changes. In response to the point of "some of these issues get better later on in the game or are fixed", I'd like to say that if a problem persists for 15+ hours in a game, I think it still deserves to be labeled as a problem for the sheer amount of time it persists. My goal in this post is to present to overarching facets of the game, and show you how little problems build up to create big systems that not only stumble occasionally (which can be forgivable), but stumble too frequently to ignore. [Exploration] An iconic tenet of the Xenoblade Chronicles is the sheer size of the world and setting. There is always something new to explore; either in terms of mechanics, or places, or people, or new things to do entirely. Unfortunately, Xenoblade Chronicles 2 suffers from a stifling barrier of opacity, making exploring new things either confusing or more potentially difficult than necessary.
[Menu Navigation] Xenoblade Chronicles 2 contains a complex number of ways to power up each of your characters, ranging from perks, to accessories, to skill upgrades, and Blade (aka your pokemon) management, where you do the same as above. In a game where you can easily spend a good chunk of time doing item and skill management, XC2's menu easily drags out the length of the process.
[Audio] The audio of the game contains major missteps in terms of volume balance, synchronization, and diversity.
[Combat] Xenoblade Chronicles 2 contains a berth of combat mechanics to juggle, from crowd controls, to seals, skill chains, elemental attacks, etc. In theory, the wide variety of tools at your disposal should empower you to find many different ways to dispatch your enemies in style. However, many small design choices and limitations make the system fairly clunky to use.
So these are my current issues with the game. At its core, I mostly enjoy playing through Xenoblade Chronicles 2, but it also frustrates me that there are many places in which the game could easily have been made better. My conjecture is that the dev team were pressed for time, and did not have enough time or QA to touch up flaws in localization or from player feedback. In the end, I think it hurt them significantly. For players and non-players of Xenoblade Chronicles alike, what are your thoughts? [link] [comments] |
| Posted: 15 Dec 2017 02:10 PM PST Something interesting I stumbled upon today that is also posted over at /r/gamedev: http://www.adriancourreges.com/blog/ Do you have any favorites? Could be written or in a video format. Thank you :) [link] [comments] |
| Good Video game critics? Like MatthewMatosis or Joseph Anderson? Posted: 15 Dec 2017 11:39 AM PST I love the content that people like Matosis and Anderson put out. It's thought provoking, Interesting, and Feels genuine. I always preferred my Reviews and Critiques to be from a single person over a company with many employees (IGN, Gamespot, Etc.). it makes you see games under a whole new light, and appreciate them as the art form they are. Anything made by a big gaming site always feels like it's so Manufactored and soulless. [link] [comments] |
| Why are so many of these walking simulators overrated? Posted: 14 Dec 2017 04:46 PM PST I am fascinated by the idea that games can evoke emotions and experiences unique to the medium. So when I see one of these highly acclaimed narrative (walking simulator) experiences, I tend to pick them up. That said, I have yet to encounter one game in this genre that was worth my time and money and I'm baffled as to why they are so highly regarded. To name my gripes with a few: Gone Home - Are you kidding me? You have real game reviewers saying that Gone Home is one of their favorite games of all time. It's bland young adult fiction at best. Firewatch - I was so disappointed in the end of this game. They could have done something really fascinating and out there with the setting but, nope. Honestly I think this game is so highly regarded because of the way it simulates loneliness and a girl actually taking interest in you and being flirty. I'm not kidding. What Remains of Edith Finch: God dammit I had high hopes for this game. It got so much praise! The narrative is okay, I guess... but have these reviewers never read a novel for god's sake? Or seen a good film? Good narrative has tension, rising action, fascinating characters, unpredictable twists. This game has none of that. Judged against other narrative games, it was good. Judged against other ways of experiencing story, like books or movies, it was bland garbage. Honestly, imagine any of these games as short stories. They wouldn't even begin to work, because there's nothing there. I know I'm in the minority here. I'm interested to see what you guys have to say. For the record, the games that has demonstrated what good narrative gaming can be best are Brothers: A Tale of Two Sons and Journey. Both had an emotional arc and drama similar to the best films and books, but could only have been achieved throuhg the medium of video games. EDIT: Why don't I proofread before I click post? EDIT 2: It seems a lot of y'all find this post lazy, and some of my comments lazy. This sub really doesn't like lazy, which I will try to respect. Let me respond to the criticism of my using the term "overrated". EDIT: Alright, settle down. The above comment, was a lazy way to come back at a comment calling me lazy. You don't care for lazy in this sub, and I'll try to respect that. I agree that merely calling something overrated is pretty weak criticism. Professional critics would probably be wise to strike the word from their vocabulary altogether. However, in the consumer context, overrated can mean that most consumers are being misled into a purchasing decision by overwhelmingly positive critical reception which may be wildly out of line with consumer tastes. When it happens over and over again with a particular genre, it may represent a bias among the types of people who tend to be critics/reviewers, and that's worth knowing. For example, I once went to see a movie that got 98% on Rotten Tomatoes critic reviews, which ended up being laughably terrible. It was an overly serious film about an artsy Manhattan dweller and her obsession with her little dog. Why did it get such great reception? My guess is that most movie critics are educated urban dwellers who identify with the childless, affluent, Manhattan set and their narcissism. Moviegoer beware. In the case of walking simulators, there is such a clear pattern of, what seems to me, mediocre work receiving glowing praise and adoration that I wonder if there isn't some inherent bias among game reviewers. My guess is that game reviewers are generally not liberal arts students, and any exposure to narrative or literary tropes in their preferred genre is genuinely novel to them. If that really is the case, it is worth knowing as a consumer. So, I don't know if the genre is overrated, but it might be. It may be that I'm missing something which people are getting out of these games in large numbers that just doesn't click for me for whatever reason. That's what I'm curious to know and that's why I made this post. Thanks for reading. [link] [comments] |
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