- Joined
- May 5, 2018
- Messages
- 317
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Like say.. Arcanum? The game you claim to love? You control the pace, you decide when to engage with dialogue or when to proceed with the story, plus it is not disconnected from the gameplay, the latter informs the former in all the ways that matter. That is good design.Stopping all gameplay to force you into dialogue? all games with a story do that. That's how you build a game, you pace and balance story and gameplay segments. What sort of game would you rather it be based on?
Ok, you are certifiably insane after all, got it.I fucking love Arcanum. But Fallout and Arcanum play like old stick figures moving around with extremely simple gameplay. It has poor pacing with long text trees.
There is years upon years of criticism on all these older games here, orders of magnitude more than most other places, you should try the search function. What does "old 2D game" mean? Do you realise that there are old 3D games as well as modern 2D games, plus there is absolutely no common characteristic in all "old 2D games" that appeal to people who like a "very specific type of game". WHAT is this very specific type of game?? "Slow gameplay". What?! Slow like say, Might & Magic? As opposed to what?! And even then. How is "slow", a categorical negative? "archaic design". Like what? Engaging and well thought out systems, rewarding exploration, choices & consequences? All those things the old games had?Most of these older games are only played by people who love them, so they don't get the criticism they would if more people played them. They play like old 2D games that appeal to people who like this very specific type of game. Most people get bored of this because of its slow gameplay and archaic design.
"Later 3D games" are in no way, shape or form more complex or more in depth than in earlier ones. For example Wasteland, a 1988 game is a thousand times more complex and in depth than say Avowed. That is not something that is possible to dispute. Stop embarrassing yourself.I did not claim c&c implementation is inversely correlated to polygon. I am saying choices in early 2D games are easier than in later 3D games. You guys are talking about depth, but depth in early RPGs is considerably different than in more complex games.
Checkpoint based design as opposed to save anywhere is in the overwhelmingly amount of cases flat out worse.Modern game design is design that takes into account what has been learned from older games. Like using checkpoints where needed,
..which is exactly what newer games do and the opposite of what the older games did?!avoiding long boring tutorials,
..like exactly what the older games did and the opposite of what the newer games do?!!pacing the game correctly, designing good difficulty, etc…
What the motherfuck does the art style have to do with design?!! Like seriously? Plus, can you possibly claim that Eye of the Beholder or Icewind Dale look worse than Veilguard?using good art styles,
You are just posting in the wrong forum that is all. This is a place for people who like video games and appreciate and discuss what they can accomplish as an interactive art form. Not for falsely claiming the very best examples of them are in any way inferior just because they were made before the time your mother failed to abort you.