PorkyThePaladin
Arcane
- Joined
- Dec 17, 2013
- Messages
- 5,183
Been playing Dishonored and I realized 2 things:
1. The game is well designed within the scope of its aims. Mechanics are well done, the world is interesting, graphics are good, everything is top notch.
2. It's not a particularly good game. I was really bored toward the end.
How can these two seemingly conflicting things both be true?
Well, imho, Dishonored is a great lesson in why the stealth based branch of the ImSim tree is inherently inferior to the other ones (cerebral or combat or mix). It started with Thief, let's make a game where combat is discouraged and stealth is the intended way. The problem with these games is that stealth is just not that interesting as a fundamental and sole gameplay mechanic.
1. It's extremely slow paced. You crawl into a new area, and then you gotta observe the guard patterns for a while, to understand how to proceed, then you gotta slowly stealth past them, then you will inevitably fail a few times and have to retry. Doing all this hundreds of times through the game is just so much more boring than other types of gameplay.
2. It rewards "perfect" gameplay versus "dynamic" gameplay, which also contributes to boredom. To elaborate: Let's say you have a combat/mix based game, you go into a fight, you fuck up (e.g. miss a few shots, miss a grenade toss, accidentally aggro way too many enemies, etc). You might very well die, but you can also adapt and try stuff: try to run away and come back, stealth situationally, take out the massive enemy numbers with your great shooting skills, etc. So even when you fail, you are still having fun. But in stealth based games, failing generally leads to a reload, either because the game is not meant to tolerate failure (e.g. aggroing multiple guards in Thieft typically means death) or because you will miss out on some Ghost rating (Dishonored). So you are forced to pursue perfect gameplay and to do this via many reloads at the slightest error. Definition of boring.
3. Trial and error vs skill: as stealth based games wind down toward the end, there is pressure on them to ratchet up the difficulty, so by the final levels, you are tasked with making it through herds of bad guys and giant robots with lasers and cameras on every asshole and so on. So the gameplay of the early game, which was reasonably fun turns into trial and error bullshit as you try to sneak through a million gazes undetected, inevitably having to try over and over and over again.
1. The game is well designed within the scope of its aims. Mechanics are well done, the world is interesting, graphics are good, everything is top notch.
2. It's not a particularly good game. I was really bored toward the end.
How can these two seemingly conflicting things both be true?
Well, imho, Dishonored is a great lesson in why the stealth based branch of the ImSim tree is inherently inferior to the other ones (cerebral or combat or mix). It started with Thief, let's make a game where combat is discouraged and stealth is the intended way. The problem with these games is that stealth is just not that interesting as a fundamental and sole gameplay mechanic.
1. It's extremely slow paced. You crawl into a new area, and then you gotta observe the guard patterns for a while, to understand how to proceed, then you gotta slowly stealth past them, then you will inevitably fail a few times and have to retry. Doing all this hundreds of times through the game is just so much more boring than other types of gameplay.
2. It rewards "perfect" gameplay versus "dynamic" gameplay, which also contributes to boredom. To elaborate: Let's say you have a combat/mix based game, you go into a fight, you fuck up (e.g. miss a few shots, miss a grenade toss, accidentally aggro way too many enemies, etc). You might very well die, but you can also adapt and try stuff: try to run away and come back, stealth situationally, take out the massive enemy numbers with your great shooting skills, etc. So even when you fail, you are still having fun. But in stealth based games, failing generally leads to a reload, either because the game is not meant to tolerate failure (e.g. aggroing multiple guards in Thieft typically means death) or because you will miss out on some Ghost rating (Dishonored). So you are forced to pursue perfect gameplay and to do this via many reloads at the slightest error. Definition of boring.
3. Trial and error vs skill: as stealth based games wind down toward the end, there is pressure on them to ratchet up the difficulty, so by the final levels, you are tasked with making it through herds of bad guys and giant robots with lasers and cameras on every asshole and so on. So the gameplay of the early game, which was reasonably fun turns into trial and error bullshit as you try to sneak through a million gazes undetected, inevitably having to try over and over and over again.