Yeah, that's a good one. Had forgotten about that.legaldinho wrote:1) strangers wrath's second act is mirrored by a nearly wholesale gameplay shake up.
legaldinho wrote:Unless you are a joyless, soulless hater of half life 2.
Journey: player speed is reduced during latter part of game
Limbo: tree shapes and mechanical leg foreshadow giant spider appearance
MGS (1?): Menu screens stop working and game 'reboots'
Journey: Player walks up to hill with 'gravestones', rtelling you about the players who've gone before you
ICO saving your game can only happen when both characters are on the couch
MGS: smoking takes away health, but improves aiming stability
Zelda 3: First venture in the dark world turns you into helpless rabbit 'by accident', emphasizing how dangerous this world really is
Shadow of the Colossus: The very mechanic of slaying the giants puts an emotional burden on the player
in 2011 I wrote:Following a conversation about left and right handedness, the age old debate about user customisable controls came up. I was surprised at how many people thought it a good idea, do wanted to redress the balance.
Fully customisable control mapping? No way, bad idea. The developer decides how you interact with their vision. If a dev wants to let you change things around them fine. Vs fighters a good example where allowing full mapping works, but in many games it can encourage game breaking behaviour, either through busting immersion or allowing exploits. As much as one may claim to be an "honourable" gamer, the temptation to use save states when emulating is strong
We can quite rightly berate developers for implementing clunky or unwieldy controls, and along with other gameplay factors let that inform your buying decision. But giving the user the freedom to do the wrong thing is just as bad as doing it themselves. We blame Bethesda for buggy missions, never the player for doing things in the wrong order
If a expect developers to predict what the player will do and accommodate even the strangest actions and motivations, then we can't tie their hands by removing one of the biggest tools they have. The pad is the most direct communication between dev and player, don't let the player dictate that conversation
C Beard
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