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Editorial The situation is becoming dire

VentilatorOfDoom

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Tags: Scars of War

<p>What situation you may ask? The direction in which the mainstream game developers move and the lack of excitement and feeling of reward when playing modern offerings. Let Gareth Fouche, of the <strong>Scars of War</strong> varporware fame, <a href="http://scarsofwargame.com/DevBlog/the-situation-is-becoming-dire/" target="_blank">explain his feelings to you</a>.</p>
<blockquote>
<p>In operational conditioning, the subject is given a reward after performing an action associated with a stimulus. A light flashes, the bird pecks a lever, food pops out. Repeat enough and the behavioral response to the stimulus becomes ingrained and is performed <em>even when the reward is removed</em>.</p>
<p>That&rsquo;s what I&rsquo;m feeling like, as a gamer. I&rsquo;ve got a fair amount of disposable income, if there is a game I really want I can buy it without hesitation. And I do. In fact, I tend to feel drawn to buy games I hear about <em>more</em> now than when I was a kid. But the payoff is so rarely there these days. I feel like I&rsquo;m seeing a light (game trailer), performing an action out of habit (going out and buying the game) and then staring disappointedly at where the reward is supposed to come out from. Occasionally a &lsquo;nugget&rsquo; or two of enjoyment is dropped by the game industry machine, but it&rsquo;s nothing like the emotional payoff I used to receive. If anything, dissatisfaction is growing over time, I become more eager to re-experience that old high with every fresh disappointment. Like a junkie wishing for the rush of that first fix.</p>
<p>Is it me, have I changed?</p>
</blockquote>
<p>Gareth apparently wasn't emotionally engaged by Dragon Age 2, and it made him sad. What do we learn from that, Laidlaw? The game wasn't welcoming enough. Obviously.</p>
 

DragoFireheart

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Perhaps since the tech of graphics is slowly down, developers/publishers will be FORCED to put out higher quality games (gameplay).
 

Yeesh

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DragoFireheart said:
Perhaps since the tech of graphics is slowly down, developers/publishers will be FORCED to put out higher quality games (gameplay).
If one's notion of quality doesn't correspond to the sort of games that sell the best, then developers/publishers can never be forced to put out higher quality games.
 
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DragoFireheart said:
Perhaps since the tech of graphics is slowly down, developers/publishers will be FORCED to put out higher quality games (gameplay).

I don't think it was ever really about keeping up with the tech. That's not the issue. They're just not interested in investing resources/money into quality games when they can churn out the same shit with a +1 on the end and make automatic profits.

Quality makes no difference to their bottom line. Games as a whole these days are no different from fast food or sitcoms.

There are a few devs who are interested in quality, but they don't last long. EA and their ilk come along and grind them up. At a minimum, they remove the competition this way by reducing everyone to the same level of shit.
 

Volourn

Pretty Princess
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UNIQUE CONCEPT: If games bore ya don't buy or play them and find another hobby. perhaps you simply moved on. I've done with previous hobbies. Not the end of the world. *shrug*
 

commie

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The FPS is the most obvious example of this lack of reward. The extreme handholding in FPS games is beyond a joke and really cripples any enjoyment. It's not the spawns or linearity that is the main problem as most FPS games have always been pretty linear and with spawns. The problem lies with the constant barrage of "press e to open/kick", "hold e to pull grate", "hold x to focus on objective", the highlighting of interactive objects etc. that turns the gamer into just an automaton following step by step instructions.

Take Bulletstorm; the leash was a good idea and lent itself to good Half Life style puzzles, but in that game, not only were the puzzles of the retarded "pull the object to proceed" variety BUT even the barest amount of player control was denied in working out even these puzzles as immediately you got the order to work it out, the object that you needed to manipulate would be highlighted, you'd often get a message to "focus on the object as well with a keypress" and then it would tell you exactly what to press to manipulate it....:retarded: With boss fights it's the same; not only audio but visual and text cues would tell you EXACTLY WHAT TO SHOOT AT. Where's the fun in working anything out for yourself???

FUCK ME.

I mention Bulletstorm as it's fresh in my memory, but almost any fucking FPS or TPS made these days is guilty of exactly the same shit, Splinter Cell Conviction another obvious one where everything interactive is highlighted nicely and no need to worry abut light meters and whether some enemy can see you in ambient light as the screen will simply be B/W when you hidden and colour when not....DURRRR!
 
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Perhaps this whole "dumb people" playing video games is just a fad. if that's the case WE will be the choosen ones to get our gameplaying dreams come true.
 

Sceptic

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commie said:
almost any fucking FPS or TPS made these days is guilty of exactly the same shit
You know what really surprised me? Dead Space, which I'm playing right now, DOESN'T do this shit, or at least not as blatantly. You get introduced to stasis early on to slow down a door so you can get in before it crushes you. Game tells you what to do, as it's part of the tutorial. Later on you come across a broken power cell that is sending sparks everywhere. The game doesn't tell you anything. No highlighting of the power cell, no reminder that "mmm maybe stasis would be useful", not even "now how will I get past this?" moment. Game's already shown you what stasis does, you figure it out. Same with telekinesis. Your first use is to move some thing on rail out of the way so you can open up the passage, complete with tutorial messages. Later on you come across an elevator that doesn't work. No reason given, just "offline". On the wall some distance from it, a (non-highlighted) hole with a weird shape. On the floor (amidst other junk), a (non-highlighted) power cell, except you don't know that yet since it isn't highlighted, which also means you can't pick it up. You figure out that you need to lift it with kinesis and send it into the hole. Sure, for us it's beyond obvious (and I feel no special pride in figuring it out as soon as I saw it), but at least I didn't feel as if the developers were treating me like a retard, like the Bulletstorm ones obviously did. Hell even Oblivion had this, 5 years ago; check out Mehrunes' Razor in Jimbob's Knights of the Ni LP.
 

DragoFireheart

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Yeesh said:
DragoFireheart said:
Perhaps since the tech of graphics is slowly down, developers/publishers will be FORCED to put out higher quality games (gameplay).
If one's notion of quality doesn't correspond to the sort of games that sell the best, then developers/publishers can never be forced to put out higher quality games.


That's exactly my point: eventually, the notion of a game that sells WILL eventually be one of a higher quality than they are currently putting out. People will eventually start to become bored of the same Marine shooter with aliens/demons/nazis/terrorist as the enemy.
 

quasimodo

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Every so often I start thinking I have out grown gaming as a hobby because I just don't like any of the games being made but then some awesome game comes along that makes me realize the fault is with the mainstream developers not me. The last time this happened was Space Rangers 2.
 
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Sceptic said:
commie said:
almost any fucking FPS or TPS made these days is guilty of exactly the same shit
You know what really surprised me? Dead Space, which I'm playing right now, DOESN'T do this shit, or at least not as blatantly. You get introduced to stasis early on to slow down a door so you can get in before it crushes you. Game tells you what to do, as it's part of the tutorial. Later on you come across a broken power cell that is sending sparks everywhere. The game doesn't tell you anything. No highlighting of the power cell, no reminder that "mmm maybe stasis would be useful", not even "now how will I get past this?" moment. Game's already shown you what stasis does, you figure it out. Same with telekinesis. Your first use is to move some thing on rail out of the way so you can open up the passage, complete with tutorial messages. Later on you come across an elevator that doesn't work. No reason given, just "offline". On the wall some distance from it, a (non-highlighted) hole with a weird shape. On the floor (amidst other junk), a (non-highlighted) power cell, except you don't know that yet since it isn't highlighted, which also means you can't pick it up. You figure out that you need to lift it with kinesis and send it into the hole. Sure, for us it's beyond obvious (and I feel no special pride in figuring it out as soon as I saw it), but at least I didn't feel as if the developers were treating me like a retard, like the Bulletstorm ones obviously did. Hell even Oblivion had this, 5 years ago; check out Mehrunes' Razor in Jimbob's Knights of the Ni LP.

Not to mention that F*****g tentacle in Dead Space. It's fairly obvious what to do, given that by that stage you should be able to work out the 'weak points' from any new monster just from the visual cues, and that by the look of the thing it's going to need a good clip or so. But the first time you see it, you get a grand total of about 2 seconds to react and start blasting at the right point, without being told what it is, and a quick death if you don't do it in time. Isn't a big deal, and it shouldn't be, but credit where credit is due - most modern games would have had a retarded 'shoot here' text, or worse - a quicktime event - to survive that bit.
 

Gragt

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On the other hand Dead Space will tell you 4 times in less than 5 minutes that you should dismember enemies.
 
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DragoFireheart said:
Perhaps since the tech of graphics is slowly down, developers/publishers will be FORCED to put out higher quality games (gameplay).

Or use Ubisoft way - the game didn't sell well enough? Obviously it was too hard for average consumer.
 
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Gragt said:
On the other hand Dead Space will tell you 4 times in less than 5 minutes that you should dismember enemies.

Yeah, true. I kind of understand, in that they're trying to rid the gamers of a massively ingrained expectation that 'headshots=good, limb-shots=bad', but it could have been handled better. I even would have preferred them to make the first level easier, so that you could blunder through for a while just spamming clips into the head and chest, until it either 'clicks', or (for the players that don't realise) you eventually come across the recorded message explaining it, followed by a written note if needed (kept ingame, so you find an audiotape first, then remnants of a written command to dismember rather than going for the head).

I was also flat-out shocked when at the very start of the game, before you get any weapons, the first xenonecromoprh-thingies can actually kill you if you don't run out of there. Again, it wasn't at all challenging, but I was just so used to modern games throwing it as a 'fake' scare, where they'll say 'the monster is coming! Quick, he's going to break through the vent, really!' but won't actually throw the monster in to kill your slow ass. It certainly wasn't 'horror', being a closet scare at most, but it was more entertaining than being able to blast your way through every situation.

Another notable mention - probably the best bits in the game - is the Regenerator. I won't spoil it too badly, but SPOILER warnings anyway because if the earlier poster has just started, he's in for some fun:).
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Having a monster you can't kill (but can slow, if you handle it correctly), that can 2-shot you, chase you around the level, as other groups of monsters ambush you while running from it, was a nice change from the usual gunplay. And again, not a lot of handholding when it comes to finally having to take it out - it's obvious what to do, but they trust the player to do a bit of thinking about how to actually go about doing it. Nothing particularly challenging, but trusting the player to not be a moron. I never understood the mentality of 'players will just look it up on gamefaqs, so there's no point putting in puzzles' - surely that gives you more freedom to put small puzzles in the game (though I wouldn't call freezing the regenerator a puzzle, it does expect the player to think through the obvious, which most games sadly don't), knowing that morons can always turn to the internet if they get stuck.
 

el Supremo

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Enjoy the Revolution! Another revolution around the sun that is.
commie said:
The FPS is the most obvious example of this lack of reward. The extreme handholding in FPS games is beyond a joke and really cripples any enjoyment. It's not the spawns or linearity that is the main problem as most FPS games have always been pretty linear and with spawns. The problem lies with the constant barrage of "press e to open/kick", "hold e to pull grate", "hold x to focus on objective", the highlighting of interactive objects etc. that turns the gamer into just an automaton following step by step instructions.
What realy gets on my nerves, recently, is the big ass word "Reload!!" across the screen, whenever your gun is low on ammo. It defeats the point of limited clips. Let me forget to reload once in a wihle, damn it!
 

YourDaddy

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Sceptic said:
commie said:
almost any fucking FPS or TPS made these days is guilty of exactly the same shit
You know what really surprised me? Dead Space, which I'm playing right now, DOESN'T do this shit, or at least not as blatantly.

You mean, except showing you the exact route to your objective upon button press?
But hey, at least it is player-triggered. Unlike in Crysis 2, with pop-ups 'Press v to kick the shit out of him' and 'Press f to open a door' (seriously? Who would have thought) popping up everywhere.
 

waywardOne

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turn_based_fanboy said:
Or use Ubisoft way - the game didn't sell well enough? Obviously it was too hard for average consumer piracy; need moar DRM.
 

Sceptic

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YourDaddy said:
You mean, except showing you the exact route to your objective upon button press?
Well, as you said, at least it is player triggered. Oh, and I am certainly not going to defend Dead Space as a true return to the roots of intelligent gaming. But there's no denying it does reverse the recent trend of having the game play itself. Does it reverse it enough? probably not, but when other games are still finding ways to make the game even less interactive (Black Ops sends its best) it's nice to see one that at least doesn't charge headlong into that trend. Another thing regarding the route to objective - in several levels you get a bunch of sub-objectives (like "kill the 8 poison factories" or whatever), and you have pretty much free reign over the order in which you tackle them. Sure it's no big deal... compared to Deus Ex maybe. But again, it goes against the current trend. I kind of cling to it like the last hope that AAA titles won't get completely dumbed down (who knows though, I may change my mind when I play the sequel...)

Azrael the cat said:
Not to mention that F*****g tentacle in Dead Space.
Heh, yeah that was a fun bit. I actually panicked for a second, until I saw the visual cue. Even then your aim gets thrown off, which makes it a little harder. I made it through without dying, but since by that point I had already experienced the game's complete lack of shame when it comes to killing you off for not getting things right I had no doubt it would kill me if I didn't do something. And like you I was really surprised by that first necromorph. "Run Isaac!" Yeah sure whatever, that thing will patiently wait for me to WHAT THE FUCK! Good times. Same with the regenerator - that thing follows you everywhere, and that's on top of all the other enemies around. Figuring out how to get rid of it is pretty easy, but you've gotta do it while being attacked by it AND all the other monsters.

Again, this would've been completely not a big deal 10 years ago, hell it would've been considered dumbing down 10 years ago. But we're not 10 years ago anymore, and I'm just glad someone still makes an AAA title that at least partly reverses the recent trend. And it's EA, of all people.

Gordon Freeman said:
What realy gets on my nerves, recently, is the big ass word "Reload!!" across the screen, whenever your gun is low on ammo.
Dead Space again :smug: Clip's empty? You'll know this when you hear the empty "click click click" of your gun. Out of ammo in the inventory? there is NO counter ANYWHERE (except in the inventory screen itself) telling you how much total ammo you have. How do you keep track? either by memorizing the exact number... or because you press R and nothing happens. While 2 or 3 monsters are slowly creeping up to you. Good fun.

Oh yeah, did I mention the game has no regenerating health and no health stations? The number of found healing items is finite too. You can technically buy as many as you want... except money is finite, and money spent on health packs is money not spent on other things like new weapons, suit upgrade, or power nodes.

Funny how a third person shooter for the masses is more hardcore than the so-called "old school RPG".
 

lightbane

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Unfortunately Derp Space 2 is a bit dumbed down compared to the 1st one (no more sudden tentacle attacks, almost no puzzles, there's an actual ammo counter and so on), but it's still better than most of the current AAA shit (oh, and the Regenerator returns but this time it's a special monster at the endgame, you receive no warning that this monster is unkillable and even better, there are several of them which constantly follow you).
 

el Supremo

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Enjoy the Revolution! Another revolution around the sun that is.
I liked Dead Space but, really...
Sceptic said:
Dead Space again :smug: Clip's empty? You'll know this when you hear the empty "click click click" of your gun.

1221595120.jpg

:smug:
 

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