Lyric Suite
Converting to Islam
- Joined
- Mar 23, 2006
- Messages
- 58,255
and now the combat is basically all about spamming whatever broken combat art you like.
Completely false.
and now the combat is basically all about spamming whatever broken combat art you like.
No it's notThat's a loaded question.
If you're not playing past Devil Hunter that's your problemwhen the enemy mostly stands around
The game does all these gameplay elements wellGet things like efficiency, comfort, spacing, risk/reward and style down
And you have yours, which so far have shown to be dumbing-down gameplay design because it's demanding for youYou already have your biases.
Then, according to this notion, I guess you find Checkers has a similiar level of depth to Chess...disagree with this notion that "depth" equates with "complexity"
This is nothing unique and remarkable to the genreThe challenge is spatio/visual, and every boss is like a whole new song you have to learn.
Your choices in combat are pretty much "either do what you're told, or get smacked" - which isn't a choice but an ultimatum
Sure, if said open map is poorly deisgned then even a very linear but well paced level with smart encounters and memorable set pieces will be a far more engaging experienceAnd yet, exploring a level is a far ritcher experience than roaming freely in an open map.
I hope you're not implying this is an uncommon charateristic in other Figthers...for me the appeal of FromSoft combat is that there is a creative act in how the bosses are designed and the experience of trying to figure out something that is the product of an actual intellective act
Pretty retarded take, tbh. Yeah, there's an extra level to appreciate things on if you understand the reasons they were created the way they are. But that can also ruin the experience in many cases (I wish I could bleach a lot of movie tropes out of my brain) and one can appreciate the difference between different pieces of art without understanding why.Listening to it passively means you are just listening to garbled pretty sounds. People who listen to music "aesthetically" aren't actually getting it.
Then you've no understanding of videogames at all because you don't know how to program one. Fuck off.No, you have no idea what you are talking about. The objective elements in art are not an "extra" level. They are THE level. And if you don't understand "why" it means you have no understanding of art at all.
Then you've no understanding of videogames at all because you don't know how to program one. Fuck off.No, you have no idea what you are talking about. The objective elements in art are not an "extra" level. They are THE level. And if you don't understand "why" it means you have no understanding of art at all.
I was not talking about Sekiro's level designI found Sekiro's alleged lack of level design to be grossly exagerated when i played the game. Yeah it's not Dark Souls, but saying it's a "corridor" is hyperbole.
I do find it ironic you say this, but still defend Sekiro's combat design which as far as Figthers go requires very little mental exertionI also disagree with the notion music requires no input. It requires no physical input, but you still need an intellective "exertion" to get it.
I think I've been more than clear that the problem here isn't simply just reduced options for skill expressionI don't see it as simplistic merely because you have reduced options for skill expression.
You're taking a reductive utilitarian stance on this matter to unreasonable levelsI just have no affinity for anything of a "gratuitous" nature. That includes games giving you tons of options for the sake of having options even though you don't need most of them to get it done. If we set up a distinction between what you can do and what you need to do, and then we consider complexity and emphasis in each aspect, i tend to favor anything that puts emphasis in the second, which i think is where FromSoft is situated at, Sekiro being the ultimate example given you only have one weapon.
I do find it ironic you say this, but still defend Sekiro's combat design which as far as Figthers go requires very little mental exertion
You're taking a reductive utilitarian stance on this matter to unreasonable levels
Fighting games have been doing this since the 90sThe problem with this discussion is that Lyric has to contend with the limitations of a real game, while you appear to be imagining a perfect product in your head.
Player limitations are at the core of game designIf your metric for what constitutes good action combat is only what the player can do, then obviously Sekiro's approach of putting most of the emphasis on the enemies will seem pointless
Yes, because that is the actual definition of the word "intellect"I suspect part of the issue is that you are operating under the notion "intellect" is synonimous with the cerebral alone.
Another Portuguese language factOn some level in fact i found Nioh to be a little bit pedestrian in many places, where as with FromSoft i'm always in a state of awe at how clever they tend to be when designing movesets and attack patterns.
For me FromSoft boss design is more "clever" than "cerebral", and it's uncanny how they always seem to be a step ahead of the player.
HonestlyThere are "invisible" realities the intellect can percieve which cannot be actually put down in "words". The same seems to apply to video game design. There many be things which no "chart" can actually capture.
Did they?A game like Doom may appear to be as simple as it gets, and yet within this "simplicity" there are elements which are incredibly difficult to replicate. Many developers have tried, not many succeeded.
Well given all your previous statements on the matter, it seems to me your preference is a well paced linear experience with straigthfoward mechanics over a dynamic non-linear campaign with multilayered interactions and reactionsI'm not making a value judgement here, just stating a preference.
I think it does because as you said what matters is what the game forces you to do and therefore a game should strive to remove anything unnecessary - you even praised Sekiro for this as it only has 1 single weaponYour examples (spells in an RPG etc) don't apply here btw because the context was "gratuitous" skill expression, not any kind of option whatever.
I don't have a dog in this race and don't claim that Sekiro is the best action game ever. I appreciate that you dropped some names, though. Both so I can try the games (Ninja Gaiden is on my list, DMC looks horrible and is of no interest to me), and so I know where you're coming from. For the record, the idea that Blade of Darkness, which I have actually played and is the epitome of "find the best combo and use it against every enemy in every situation", has better combat than Sekiro is ludicrous.Fighting games have been doing this since the 90sThe problem with this discussion is that Lyric has to contend with the limitations of a real game, while you appear to be imagining a perfect product in your head.
Even the earliest 3D hack and slashes like Blade of Darkness and Devil May Cry (both from 2001) strived for the combat design I've been defending
Before making claims that Sekiro has the bestest hack and slash gameplay evah, you should try to play other games in the genre
I recommend you start with Ninja Gaiden Sigma
Player limitations are at the core of game designIf your metric for what constitutes good action combat is only what the player can do, then obviously Sekiro's approach of putting most of the emphasis on the enemies will seem pointless
The conflict of "what the player can and can't do" VS. the game's "obstacles and challenges", is what defines the gameplay experience
Finding the equilibrium between these two is the devs job
Sekiro's combat is heavily skewed to the latter side, because From (and their fanboys) operate under the notion that difficulty for difficulty's sake equals good game design
Regardless the imbalance is clear
Still, the reason I hesitate to call Sekiro's combat a failure (despite being objectively bad) is because it also clearly achieves what it sets out to accomplish
It's just that its goal was a visually flashy (and mechanically shallow) game of "Simon Says"
Besides, what the is the point of working with a medium whose inherent unique quality is interactivity and reactivity - allowing the audience to experience wide range decision making and even impredictability from said work - if the game mostly shuns said qualities and prefers forcing the audience down a narrow path?