- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Gamers think themselves a lot smarter than they actually are, and the majority of people who play videogames (Not Gamers)
Tbh I still have yet to really get past the prologue in xbc2. I do not think I am a fan of the "stand there while your character autoattacks and occasionally press a button for something else" type of gameplay
(Currently my opinion from playing a bit of it and some of ff14, is that as far as gameplay systems in rpgs goes, this system is the true loser, even over things which get a solid amount of flack like ATB.)
eh I can get people not jiving with xenoblade systems, it basically a single player mmo and it can get boring at times.
I mean you could get the Zwei from the very start in DaS1 and just pancake through the game, I don't think there's any meaningful design shift or one side "winning" there.Imo part of the problem is that a lot of people doing the complaining are Ubergamers who play shitloads of new games, many being content creators who do it for a living. So they just have the stronger ingrained gamer brain that says "ah, this crack in the wall is clearly different from the other one and therefore traversable", and when games put in cues for normies to make sense of things they feel like the game is treating them like an idiot.
Like I play shitloads of video games, and I still get tripped up when a game expects me to rely on spider sense gained from playing the same kind of action adventure game over and over.
This is why the hardcore crowd inevitably lost the Dark Souls git gud wars. FROMSoft threw bone to normies by making Elden Ring free roam and loading it up with overpowered weapons and abilities. And it's literally their most successful game yet.
The combat system is weird at first but when it clicks it really clicks. I played through all three games recently (3 very recently) and it feels really good once you get into the swing of things, but XBC2 especially is so slow to introduce its systems that it feels kind of grindingly awkward to play at first.Tbh I still have yet to really get past the prologue in xbc2. I do not think I am a fan of the "stand there while your character autoattacks and occasionally press a button for something else" type of gameplay
(Currently my opinion from playing a bit of it and some of ff14, is that as far as gameplay systems in rpgs goes, this system is the true loser, even over things which get a solid amount of flack like ATB.)
The thing is at that point of the game you're legitimately missing most of the core gameplay mechanics.
I mean you could get the Zwei from the very start in DaS1 and just pancake through the game, I don't think there's any meaningful design shift or one side "winning" there.
Other games have absolutely no roadblock boss in Souls like Margit is for the early game. The great value of Elden Ring is that once you realize it you can just Pick a Direction and Ride, but new players bouncing off him or getting trapped into Caelid is far, far more intimidating than anything previous games threw at you.Honestly my favorite ledge marker for ledges and stuff is straight up just bird shit. Even if it makes me think that the character ought to slip off every once in a while. Because it means that the critical path in the game is always your character getting guano on their fingers.
It's not really about difficulty though, it's all about the intimidation factor of the game. A big thing that bounces people off the series is running into an enemy that kills them over and over and being told that that is THE way to go. Free roam basically just alleviates the intimidation factor by giving other options.
"Just main zweihander" is also a hard sell for normies even if it's easy, as is any game that encourages you to play with the leveling system only to pull the rug out from under you hours later because you built the character "wrong". Now there's multiple zweihanders you can find on your own by exploration instead of getting frustrated and just looking up the one monomaniacal strat to carry you through the game.
I'd argue Gundyr is more intimidating than Margit. Gundyr is probably objectively easier in terms of execution expected of you, even compared against a player facing Margit at an appropriate level instead of after bee-lining to him, but the way you're fighting Gundyr like five minutes in before you've really gotten a feel for the gameplay or even unlocked leveling makes me think he's probably way more likely to make a new player go "I guess this game is too hard for me."
Other games have absolutely no roadblock boss in Souls like Margit is for the early game. The great value of Elden Ring is that once you realize it you can just Pick a Direction and Ride, but new players bouncing off him or getting trapped into Caelid is far, far more intimidating than anything previous games threw at you.
Imo part of the problem is that a lot of people doing the complaining are Ubergamers who play shitloads of new games, many being content creators who do it for a living. So they just have the stronger ingrained gamer brain that says "ah, this crack in the wall is clearly different from the other one and therefore traversable", and when games put in cues for normies to make sense of things they feel like the game is treating them like an idiot.
Yeah but the trend towards more clearly directing players predates streaming too - the shift from e.g. the journal and quest directions of Morrowind to the compass and map markers of Oblivion and Skyrim happened a long time ago now. Then we have things like that infamous quote from the pokemon devs about how they were worried that any kind of friction would cause kids to stop playing and go play on their phone or something.Almost every streamer on Earth has to have a rule against backseating because the needs of both playing a game while entertaining the people in the chat divides so much of their attention to such a degree that they frequently miss things in the game and story. I haven't run the numbers or anything but it seems like the rise in signposting is not unrelated to the growth in streaming as a form of entertainment.
Yeah but the trend towards more clearly directing players predates streaming too - the shift from e.g. the journal and quest directions of Morrowind to the compass and map markers of Oblivion and Skyrim happened a long time ago now. Then we have things like that infamous quote from the pokemon devs about how they were worried that any kind of friction would cause kids to stop playing and go play on their phone or something.
I'm not very invested in the question, but I think philosophically I'd rather have a non-diegetic interactable-glow type effect than a seemingly-diegetic 'look, we had to use up all this spray paint and came up with a very specific solution' effect.Some amount of signposting is obviously valuable. Gamers famously don't look up for example, so in every Destiny 2 mission where the devs want you to engage with the verticality in a level there will be one brave little guy who pops out to shoot at you so you know where to jump. That is all pretty normal stuff and there have been numerous solutions ranging from map indicators, compasses, waypoints, wear and tear, Isaac Clark's holographic projector, specifically placed lighting and, yes, big floating arrows over the door. That's all fine.
The yellow paint backlash happens because it's so common, for many people it feels lazy and, speaking personally, it's ugly. With how frequently it's used there isn't much sense of craft to it, so it can't really be appreciated as a design decision. With it standing out so much, some people will lose immersion, or feel like they're being treated like an idiot.
If it's going to be a universal standard in game development I would like a universal option to turn it off.
Oh sure, I don't disagree. That strikes me as much the same problem as Skyrim map markers though - it's a lazy but very easy solution for the devs that doesn't require more challenging environmental design work.Some amount of signposting is obviously valuable. Gamers famously don't look up for example, so in every Destiny 2 mission where the devs want you to engage with the verticality in a level there will be one brave little guy who pops out to shoot at you so you know where to jump. That is all pretty normal stuff and there have been numerous solutions ranging from map indicators, compasses, waypoints, wear and tear, Isaac Clark's holographic projector, specifically placed lighting and, yes, big floating arrows over the door. That's all fine.
The yellow paint backlash happens because it's so common, for many people it feels lazy and, speaking personally, it's ugly. With how frequently it's used there isn't much sense of craft to it, so it can't really be appreciated as a design decision. With it standing out so much, some people will lose immersion, or feel like they're being treated like an idiot.
If it's going to be a universal standard in game development I would like a universal option to turn it off.
And that then has the same problem optionswise - you can't just "turn it off" because the games haven't been designed to work with it being turned off. If Skyrim has map markers removed you just can't find anything because the game hasn't been designed to support players finding anything without markers. If the games designed around yellow paint lose the paint then players just won't be able to work out how they're supposed to interact with the environment much of the time because they weren't designed to guide them without it.
Fair. I was mostly remembering the lack of quest directions and the mod that adds directions to the quests in your journal so you can find the locations without map markers.Yeah, Skyrim without markers on the *map* would be extremely frustrating, but you can actually mod the compass to not display them unless you're directly atop, and it actually works well, because Skyrim's geography is pretty thoughtfully designed to expose you to PoIs.