Val the Moofia Boss
Learned
- Joined
- Feb 3, 2022
- Messages
- 963
It's been 17 years since Shadow of the Colossus and the first Chronicles of Narnia game came out, and 10 years since Dragon's Dogma released, in which you the player could climb on large monsters and actually fight them sensibly.
It's 2022. The latest big budget AAA fantasy RPG release (and the biggest one since TW3 which was 7 years ago)... still has you slashing at a dragon's ankles like you're playing a tab-target MMO.
Or how about Guild Wars 2, which introduced a unique mount system where each mount had different powers (ie, jumping up cliffs, blinking forward, hovering over liquids, roller beetles that can race, etc), and even implemented momentum based flying that didn't trivialize the world and blows riding in every other game out of the water, and yet pretty much every release since then still has you riding a mundane horse around or flying on a dragon with zero restrictions?
Or Thief's top tier stealth and sound detection systems? Or Mount & Blade's directional swings and blocking? And so on.
... Why? Why aren't devs learning from the successes and failures of other games? It feels like we've had decades of lessons and very few of the right ones are being carried forward. Are professional game designers uncultured? Are they unaware of these great mechanics? Or is there some sort of institutional rejection of the lessons of eld?
It's 2022. The latest big budget AAA fantasy RPG release (and the biggest one since TW3 which was 7 years ago)... still has you slashing at a dragon's ankles like you're playing a tab-target MMO.
Or how about Guild Wars 2, which introduced a unique mount system where each mount had different powers (ie, jumping up cliffs, blinking forward, hovering over liquids, roller beetles that can race, etc), and even implemented momentum based flying that didn't trivialize the world and blows riding in every other game out of the water, and yet pretty much every release since then still has you riding a mundane horse around or flying on a dragon with zero restrictions?
Or Thief's top tier stealth and sound detection systems? Or Mount & Blade's directional swings and blocking? And so on.
... Why? Why aren't devs learning from the successes and failures of other games? It feels like we've had decades of lessons and very few of the right ones are being carried forward. Are professional game designers uncultured? Are they unaware of these great mechanics? Or is there some sort of institutional rejection of the lessons of eld?