KeighnMcDeath
RPG Codex Boomer
- Joined
- Nov 23, 2016
- Messages
- 15,472
Early games had tutorials? How early we talking here because I remember games with physical manuals and boxes or baggies and a lot of them sure as hell did NOT have a tutorial.
We should list all those games afflicted by the curse.Stonekeep is fully within prevailing trend during era which produced likes of Wing Commander 3 or Megarace.Yeah, Stonekeep is a game I remember was a huge step in the wrong direction at a time of general incline.Stonekeep and some other CD-decline era games did that way before KotOR.The mistake was cinematic dialogue that started with KotOR and Bloodlines (at the end of the Renaissance era)
There wasn't a genre which didn't get touched by curse of Night Trap.
Early games had tutorials? How early we talking here because I remember games with physical manuals and boxes or baggies and a lot of them sure as hell did NOT have a tutorial.
did you pirate all of your games? because back when space was a concern the "tutorial" was in the printed manualsTutorial levels/world are decline, no matter how well structured they are
Because "level/world" refers to a physical/digital manual..right. participation award for you!did you pirate all of your games? because back when space was a concern the "tutorial" was in the printed manualsTutorial levels/world are decline, no matter how well structured they are
I pirated all my games in my teens, my English was rudimentary, didn't have manuals, still managed to figure out how to play all of them.did you pirate all of your games? because back when space was a concern the "tutorial" was in the printed manualsTutorial levels/world are decline, no matter how well structured they are
Blobbers are the pinnacle of video game design, combining the thrill of first-person exploration with the sophistication of party-based combat encounters.Of course you want CRPG to stop progress beyond blobber crap
If I wanna watch a fucking movie, I'll go to the cinema.
I agree. 99% of tutorials are pointless. Found the one in Hearts of Iron useful.I pirated all my games in my teens, my English was rudimentary, didn't have manuals, still managed to figure out how to play all of them.did you pirate all of your games? because back when space was a concern the "tutorial" was in the printed manualsTutorial levels/world are decline, no matter how well structured they are
All the "tutorial" a game needs is an options menu that shows you the controls (and lets you customize them) so you know which button does what.
Anything else is superfluous.
Isn't that just because journalists themselves prefer movies? Personally I'm no longer interested in what such journalists write, and I suspect the general gaming public don't care a lot either.Alan Wake 2 has a metacritic score of 94
Says it all really
All the gaming press chatter I've heard about this “game” has revolved around AW2's atmosphere and art direction, very little about gameplay mechanics.
TR1's mansion is a linear tutorial level with Lara telling you what to do as you go through it.Who's that addressed to? If you're talking about my Tomb Raider example, the early games let you mess around in Lara's mansion. No prompts or markers of any kind. I don't remember many tutorials in games prior to the mid-90s, that's true. Storage space likely had something to do with it, and the casualization of the market.
JRPGs slow rolling mechanics over 10 hours can fuck off. FF13 has a really interesting world but I cannot get into that game. FFX is already bad enough and 13 is X pushed one step further. Hallways and constant interruptions for dialog.I don't mind tutorials if they are skipable. Being forced to go through something between half an hour to several hours with training wheels on is complete torture.
Isn't it's gameplay generic as fuck 3rd person shooter? There's almost nothing unique about it. I will defend playing a game based on atmosphere and art direction. Doom 3 isn't a good FPS, but it's a good horror game based on it's visual elements.All the gaming press chatter I've heard about this “game” has revolved around AW2's atmosphere and art direction, very little about gameplay mechanics.
They like games they can finish in 3-5 hours and don't care much beyond that. They see playing games as a chore and have neither the skill nor the time to properly play a game. Remember the DMC5 review that complained about the battle music? The music ramps up as you do better. If you suck it's background noise, if you do well it's the full song.Isn't that just because journalists themselves prefer movies? Personally I'm no longer interested in what such journalists write, and I suspect the general gaming public don't care a lot either.
Short games are amazing, we lack a lot of them in modern gaming, though. However, it's not short games they like, what they like is to be able to finish the next big AAA game without suffering through it. If there is a "press key to skip gameplay" option, they would do that every time they can.They like games they can finish in 3-5 hours
We do need more shorter games. I tried to make a thread on them but no one really bit.Short games are amazing, we lack a lot of them in modern gaming, though. However, it's not short games they like, what they like is to be able to finish the next big AAA game without suffering through it. If there is a "press key to skip gameplay" option, they would do that every time they can.They like games they can finish in 3-5 hours
Arcanum manual.Never read a manual in my life and generally I skip tutorials
Plenty of modern gamers also really like these movie games. It's another consequence of gaming going mainstream. A lot of people are happy to play games where the actual gameplay is so bland it just kind of fades into the background. I've heard more about David Lynch and Twin Peaks in regard to AW2 than I have about the nuances of AW2's game mechanics, even on other gaming forums.Isn't that just because journalists themselves prefer movies? Personally I'm no longer interested in what such journalists write, and I suspect the general gaming public don't care a lot either.
There's also the marketing trailers, where cutscenes seem like the best way to trick gullible gamers into buying a game (thinking they're watching actual gameplay).
Maybe cutscenes can also help making Youtube game streams more entertaining, but that may only work for streamers with pre-release access to games. After seeing the same cutscene in multiple streams I suspect viewers quickly lose interest, so streamers without pre-release access may simply have to choose sandbox games in order to create innovative videos?
Yep, haven't played it myself, but have heard gameplay-wise, it's your standard over-the-shoulder third-person shooter (I could tell it was gonna be like that from the preview videos), yet it's enough to earn AW2 a 94 on Metacritic.Isn't it's gameplay generic as fuck 3rd person shooter? There's almost nothing unique about it. I will defend playing a game based on atmosphere and art direction. Doom 3 isn't a good FPS, but it's a good horror game based on it's visual elements.All the gaming press chatter I've heard about this “game” has revolved around AW2's atmosphere and art direction, very little about gameplay mechanics.
I read the Heroes 3 manual but way laterArcanum manual.Never read a manual in my life and generally I skip tutorials