Having never played a battlefield game, having last played COD when MW2 released: good! Not every game in the same genre needs to play the same way, and I suspect it’s healthier this way for the “soldier shooter” genre to propose different kinds of experiences.
Yeah, I'm gonna say this person doesn't hate to keep knocking on Veilguard, because that seems to be the one example they can bring up. I mean, there's a cursory name check of Dawntrail, but otherwise... yeah, not sure what games this is talking about other than Dragon Age.
Clair Obscur didn't do that. It went to absolute pains to not do that, in fact, to the point where I find the deceptive twist-building a bit over the top, in retrospect. I wouldn't accuse the CDPR games of going that route. Baldur's Gate does overexplain often, but in their defense the game has a million characters, plot points you go through out of order and a runtime in the hundreds of hours, so I wouldn't change that.
What else is even doing this? I feel like we're back in "AAA sucks" territory where AAA stands in for "this one game I didn't like". Writing in games runs the gamut. I would struggle to find a single defining thing to praise or criticise across the board.
It really depends on the kind of shooter and the average caffeine intake of the people playing it. Works great in Titanfall but doesn’t make sense for Battlefield.
It feels like an additional layer of mechanics that I didn't sign up for. I used it as necessary when playing Titanfall 2 but didn't care for it there either!
Might be bitter but I lost interest when I bought Destiny years ago and the main campaign just…stopped. To be continued only when buying DLC. Never spent a penny on them since as I believe a game you buy should be the entire thing end to end with additional content available to purchase. I wanted a main storyline with conclusion.
I stopped playing when I learned the DLC I paid for would be removed and no longer accessible. I already had some growing negative sentiment towards the game at that point but being outright ripped off was the last straw.
Yep. I didn’t have a huge issue with them charging for new DLC. If the DLC is good then fine, devs gotta eat.
When they sunset content that I paid for and tell me it’s no longer accessible, that’s when I dropped the game like a hot potato. Should have requested a refund, actually.
I didn’t know destiny 2 was still going. I played it for like a year after release before getting tired of it but it was fun enough. The only game I’ve played since then was elden ring so I’m not real up on the times
His replacement’s not much better. Lots of mixed sentiment from past employees, and even though he did acknowledge it with a joke, the “overdelivery” thing is such a red flag to carry.
I quit the game this past fall after literally 12k hours on steam. Huge number of growing reasons, but the top reason has always been the way bungie c-suite treats their devs and their players. One of the most toxic in the industry by a mile.
A good story can be (and usually is) told with minimal exposition. AAA games being exposition-fests is a result of game executives and writers infantilising players in the name of “widest audience appeal”.
Unpacking is a great game because of the storytelling. This seems promising but unless it has a similar ability to weave a narrative then it won’t be to fun to play.
I wanna blame the writers more for this but honestly, I think a lot of Netflix writers know their audience is just on their phone. I have people in my life that just watch their phone, notice they missed something, then REWIND THE SCENE so I get to watch twice. It really is bad, it happens with people older and younger than me.
I love story based games, and the story is my favorite thing about a game, usually. Unfortunately, so many games try to tell you a story like a movie would or like a book would. They intersperse cutscenes between gameplay to tell you what you did or are doing. That’s… boring at best. Video games can tell stories in a unique way that other mediums can’t, because they’re interactive. DDLC is my favorite example, that game has a story that can only hit as hard as it does because you the player are an active participant in the story. Or Dark Souls, where the story exists for you to find, or not… everyone has a different understanding of what the story of that game is after their first playthrough, and the deeper you look the better your understanding is. Tell interesting stories in a way that uses the medium to the fullest and you’ll gain an audience. Recite a screenplay every 10 minutes between spurts of unrelated gameplay, and people won’t care about your story.
Freaking YES. Movies need to spoon-feed a bit and so does TV, but you have a whole medium that lets people be as confused or not and that’s a great thing. If a player doesn’t care, there are options to not dive deep, if they do they will. My first playthrough I was confused what the genophage was. I heard bits and pieces but was genuinely confused. You know what I did? I walked over to my crew mate who mentioned it and asked him! Why is that so hard, the unknowns al_are_ the suspense! It’s what keeps me playing.
Compare that to mass effect Andromeda where they introduce it by having two characters explain it at length in front of the player. This event that would be on par with WW2. So natural. “Hey friend, I was just thinking about WW2. You know, that war that involved the acid vs the allies fought between 1939 and 1945 in which we saw a fascist leader march across Europe?”. Jesus hell have some respect for your players, stop fucking spoon feeding us.
If you don’t understand an acronym the first time you see it, you should consider looking it up. I will save you the trouble though; I was referring to Doki Doki Literature Club, a popular indie game with a long title that is commonly abbreviated.
I’m sorry but I disagree. You’ve decided to use an acronym that most people wouldn’t know, so I’d like to think it’s basic politeness to write it entirely the first time to avoid any doubt.
Yeah I’m aware of the game, but there was no fucking way I’m going to get that. It’s just common courtesy to spell an acronym out in parentheses the first time you use it. Pay attention next time you read an article on a news site that includes acronyms.
Fair enough, I assumed the game was well known enough to not need that. I still stand by what I said though, If you don’t understand an acronym, you can Google it and save some time instead of passive aggressively chastising someone on the Internet
I didn’t think I was being passive aggressive, but I guess I was kind of annoyed so maybe it came through in the comment.
The thing about googling acronyms is that sometimes there are more than one. And yeah, I probably could have used context to figure out which one you meant, but I’m… just not going to do all that lol
I apologize, I’ve been responding more emotionally than I meant to. I read the initial response as rude, and that set me off a bit. Your feedback was good, I just got hung up on what I perceived as the tone.
“What you need to know about your audience here is that they will watch the show, perhaps on their mobile phone, or on a second or third screen while doing something else and talking to their friends, so you need to both show and tell, you need to say much more than you would normally say.”
This is so baffling to me. So you’ve discovered your audience has a limited attention span. I can see that. But for the love of all that is holy, if you know this, why even make a game with a story in the first place? The thing with videogames is that stories can be minimalistic as all hell, or even optional. Just let the gameplay speak for itself and have the story be “defeat the bad guy on the mountain” or something.
As a fan of story-driven games, I absolutely am NOT advocating for complete removal of stories in videogames. What I was trying to say is that if Bioware knows that their audience has an attention deficit and is developing the game around this fact, you’re going to get a crap story. And judging by the reviews for Veilguard, that seems to be the case.
If Bioware is dead set on developing games for a crowd that watches twenty-seven thing simultaneously, why develop the story at all?
pcgamer.com
Aktywne