And somehow end up the worst of both worlds! No RPG mechanics, but no cinematic framing or terribly believable NPC interactions! Everybody is just a turret with HP, firing attacks at each other and sidestepping in 3D space.
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Replying to @loudpenitent @segfaultvicta and
"Cinematic framing" is, of course, something that a lot of people actively don't want "If it's absolutely impossible for me to anticlimactically stab the big boss in the back when he isn't looking, or poison his food, or whatever, why is this even a game"
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Replying to @arthur_affect @loudpenitent and
The themepark vs sandbox tradeoff is a real tradeoff and even Yahtzee, who hates sandbox games because they rarely live up to their promise, admits that giving up on sandbox mechanics completely is giving up on the promise a game makes by being a game
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Replying to @arthur_affect @loudpenitent and
"When you put a mountain in a game and you give me controls to move around in the game you are making a promise I can climb that mountain If you put an invisible wall in front of that mountain so I can't, you've broken a promise Enough broken promises and I stop playing"
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Replying to @arthur_affect @segfaultvicta and
See that whole mentality is alien to me; it seems like somebody protesting too much to position sandboxes as better. Plenty of games use areas you can't go in the background as mood/scenery-setting and this is wholly valid.
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Replying to @loudpenitent @segfaultvicta and
Yes The promise has to be broken at some point because it isn't actually possible to make an entire living universe inside the game and probably never will be The question is how gracefully this is done, based on the preferences of the players
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Replying to @arthur_affect @loudpenitent and
But a big part of the surprise and delight of unwrapping a new genre of game or new level of technological sophistication is letting you visit those mountains The shock and wonder people experienced when 3D games actually let you walk through the world as a real place
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Replying to @arthur_affect @loudpenitent and
Which is tied to the shock and wonder of, you know, playing a game at all Plenty of people feel immersion and investment just reading a book or watching a movie, but if everyone were completely satisfied with that there'd be no games
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Replying to @arthur_affect @segfaultvicta and
I dunno, man, a lot of folks like either stuff in the background or references to other off screen places. And of course you don't have to be able to seamlessly travel to that mountain without transitions or in the same game.
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Replying to @loudpenitent @arthur_affect and
Open worlds are specifically constrained by their demands that the world be seamless and without *paths* and *hubs*, which inevitably results in a world that paradoxically feels smaller and more banal
2 replies 0 retweets 4 likes
Of course the themepark vs sandbox tradeoff is real, and of course when a themepark works perfectly it creates a much "bigger" world in the player's mind
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Replying to @arthur_affect @loudpenitent and
If you successfully get me to suspend my disbelief and I feel like this four-room house is a completely real, living environment then I walk away with the feeling that those mountains in the window are just as real too
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Replying to @arthur_affect @loudpenitent and
And the vaguely implied universe I'm imagining of millions of houses just as real as this one is more satisfying in that way than the probable disappointment if you had to try to get a dev team to procedurally implement millions of houses
2 replies 1 retweet 4 likes - Show replies
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