actually to be completely straight (haha, me straight, can you imagine?) with you I will just say. I have NO idea what this thread is actually criticizing so, as usual, I will just interpret any meanings that are less than 100% clear to be aligned with my own worldview, where the Jedi are evil and Yume Nikki is game of the year, every year, and no shitty people on twitter use poor Madotsuki as their avatar.
people being unable to criticize collectathons (meaning i dunno, i think donkey kong 64 kind of games where you run around a level picking up bananas) and QTEs which you probably know what they are without criticizing deeper concepts that are basically intrinsic to video games
people being unable to criticize collectathons (meaning i dunno, i think donkey kong 64 kind of games where you run around a level picking up bananas) and QTEs which you probably know what they are without criticizing deeper concepts that are basically intrinsic to video games
The problem with QTEs is that there's a distinct disconnect between what you are doing and what's being shown on the screen. As such, it can be at least partially remedied by connecting the button in question with the action in question. Prince of Persia does so by making every QTE connect with a distinct action already delegated to the appropriate button. One button does crazy wind dodges; one button uses the off-hand claw; and one button does sword swipes.
The problem with Collectathons is effectively the opposite: instead of a disconnect between your actions and their outcomes, there's nothing besides your actions and their obvious outcomes. The best way to remedy this is to have every subset of collectable items have its own unique and useful effect on gameplay.
people being unable to criticize collectathons (meaning i dunno, i think donkey kong 64 kind of games where you run around a level picking up bananas) and QTEs which you probably know what they are without criticizing deeper concepts that are basically intrinsic to video games
people being unable to criticize collectathons (meaning i dunno, i think donkey kong 64 kind of games where you run around a level picking up bananas) and QTEs which you probably know what they are without criticizing deeper concepts that are basically intrinsic to video games
i thought it was clear enough
how many layers of irony are you on my man
"about 1 or 2"
YOU ARE WEAK LIKE SMALL BABY
I WILL SHOW YOU IRONY
i was not being ironic at all
aybe you were being so ironic that you didn't even KNOW you were being
The thing that separates an effective QTE and an uneffective QTE is ultimately how it feels.
Basically.
I mean, the finale of Portal 2 is just a slow QTE (or a STE), but it makes sense because the game sets it up camera-angle style so that it's obvious (rather than flashing a button on the screen), your action still corresponds to the outcome, and it's dramatic as hell.
Or the end of Mirror's Edge, which is basically 'run to a point, jump and press the action button'.
Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
I mean I hate to keep saying it, but in Bayonetta and Transformers: Devastation and Revengeance it's nice and simple: each button press is another strike and each time it's really satisfying because it's simple. Hit the bastard in the face. A lot.
In Force Unleashed, each button press is a complicated set of maneuvers that looks flashy but feels unsatisfying because it doesn't feel like you dong it.
I mean I hate to keep saying it, but in Bayonetta and Transformers: Devastation and Revengeance it's nice and simple: each button press is another strike and each time it's really satisfying because it's simple. Hit the bastard in the face. A lot.
In Force Unleashed, each button press is a complicated set of maneuvers that looks flashy but feels unsatisfying because it doesn't feel like you dong it.
I can get behind that.
Being able to manually stomp a guy's face in, boot by boot, is always a plus.
when you think about it, aren't all video games just QTEs
really makes you think doesn't it
this
I think you missed a joke, man.
And all games are role-playing games.
They're statements that are irrefutably true in many cases, though just not hugely meaningful in differentiating the kinds of experiences people generally talk about.
I just felt like making a note of that because I kinda enjoy drilling things down to fundamentals and before rebuilding them.
The difference between a good collectathon and a bad one is variation and a minimum amount of believability. Banjo-Kazooie was good because you were doing interesting things and seeing characters and situations appropriate to each setting. DK64 was bad because it was literally a bunch of shitty Mario Party minigames, most of them completely divorced from the setting through barrels, and the world around you was pretty dead.
And almost all you use it for is hitting switches that have a coconut on them. Half the areas gated to specific characters didn't actually gate them with anything that had to do with their abilities, just the different skin on their weapon or instrument.
That, and having to go through every level five whole times because they inexplicably couldn't pick up different-color collectibles was stupid.
Comments
Done.
i thought it was clear enough
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
They're statements that are irrefutably true in many cases, though just not hugely meaningful in differentiating the kinds of experiences people generally talk about.
I just felt like making a note of that because I kinda enjoy drilling things down to fundamentals and before rebuilding them.
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead