Shannow
Waster of Time
Of course those buzzwords tell you something, describe something. It's just very vague and quite useless information:Vault Dweller said:Buzzwords are words like extreme, epic, next-generation, etc. They describe nothing and mean nothing. Reading that game X is epic tells you absolutely nothing.I think this is where the C&C fags get into trouble because thanks to their worship of a retarded buzzword...
Choices & consequences, much like turn-based or isometric, refers to a very specific design that can not be interpreted in different ways. A game is either turn-based or not; it either has choices (or multiple quests solutions) or not; the gameworld either reacts to those choices or not.
Epic = long, heroic, glorious story
Next-generation = better graphics, streamlined gameplay, more cinematic, more action
Extreme = certain actions are extreme like those of Jack Bauer or other action heroes.
And of course C&C can be interpreted in various ways. You don't browse here much anymore but we have people who see choice of character, choice of character development, choice of equipment, choice of combat tactics and the ensuing concequences as C&C. Others see it as multiple quest solutions, others as mutually exclusive dialogue paths. And others as a mix of all.
C&C has become exactly the same kind of buzzword as all those others. It's thrown in because it's deemed to attract customers. It's not clearly defined. It's no measure of quality. It's vague and mostly useless.
A dev can speak of "C&C" and mean that there nearly always are "good, neutral, evil" dialogue options with a choice of fighting the red guys or the green guys in the end and slightly different ending slides in his game while you read "C&C" and expect multiple quest solutions and strong world reactivity to your deeds/class/race/etc...