droqen's forum-shaped notebook

On art => Close reading => Topic started by: droqen on December 03, 2021, 12:40:48 AM

Title: Why Games Seem More Fun In Trailers - BIG YIKES 1ST QUOTE >:(
Post by: droqen on December 03, 2021, 12:40:48 AM
Regarding Mental Checkpoint's
"Why Games Seem More Fun In Trailers (https://www.youtube.com/watch?v=1cL0jwOGfNo)"
Title: Re: Why Games Seem More Fun In Trailers - BIG YIKES 1ST QUOTE >:(
Post by: droqen on December 03, 2021, 12:43:10 AM
Okay holy shit I have a doozy of a TERRIBLE QUOTE here >:(

QuoteBut once you get your hands on the game, your gameplay looks complete different.

I make the point that that difference in playstyles is actually the game's fault

the designer has failed the player.

WOW WHAT NO

QuoteLet's talk about why being forced into that trailer-like play style is actually better.

YES, LET'S. SO I CAN DISAGREE WITH YOU.
Title: Re: Why Games Seem More Fun In Trailers - BIG YIKES 1ST QUOTE >:(
Post by: droqen on December 05, 2021, 09:05:35 AM
Quote from: 10:05Now, when it comes to weapon switching, as the designer, you have to make sure that every weapon in your game serves a purpose.

Nah.

I mean, FINE, but I hate the forcing language being used here
Title: Re: Why Games Seem More Fun In Trailers - BIG YIKES 1ST QUOTE >:(
Post by: droqen on December 05, 2021, 09:12:23 AM
Quote from: 15:52This is an interesting approach of presenting the player with a curated movelist that allows for emergent stylish funzone behaviours. It's just risky to assume that players will willingly adopt those playstyles.

Wish it wasn't. Come on, players. And come on, games! More trust.
Title: Re: Why Games Seem More Fun In Trailers - BIG YIKES 1ST QUOTE >:(
Post by: droqen on December 05, 2021, 09:13:32 AM
QuoteI'm aware enforcing a playstyle is generally considered to be a no-no. But I'm curious why, because when it works, it works.