Name one game mechanic introduced within the last console generation that's worse than forced walking.
Name one game mechanic introduced within the last console generation that's worse than forced walking
forced gameplay
please explain what you mean by 'forced walking'
>map reveal towers
thanks, ubisoft
It doesn't happen often but having an npc in the game shilling DLC
>that one faggot in Dragon Age: Origins who acts like a quest giver but ends up going "Want to do this quest? Buy it!"
I think he means when you have to slow down to blend in with the crowds or like in multiplayer where running immediately gives you away and you're dead in 2 seconds.
Also, I did not mind the towers in AC2. Or brotherhood. Revelations isnwhere im like "ok, come on now, I've done this like 30 times now". Everything in 3 was lame so I didn't think about the towers and just wanted to keep climbing trees and bushwhack. Blackflag kinda evened it out since you're on the high seas more often than not. Haven't played unity or Rogue.
As for my on annoying mechanic
>DLC
Probably portions of a mission where you just have to walk slowly while listening to dialogue.
>Never leaves camp
>Has the quest icon over his head, tricking you into talking to him if you come back to him after not playing the game for awhile
Every game is a sand box.
understood
the alternative would be cutscenes or no story at all, right? I'd actually prefer forced walking then.
AC Linda does it ok because you know, being sneaky.
It's straight up narrative trash in games like MGSV
I dunno, I've played plenty of games where people delivered story shit over comms while I'm playing normally. Even EDF manages to do this.
>Qte's for really stupid shit like opening doors or chests
open the door
>opening doors
what about getting on the floor?
2007 called
WATCHING THE DAYS GO BY
No the alternative would be not forcing you to walk and instead letting you choose if you want to listen to characters or go ahead. Or treat them like any other cutscene and make it skippable. Or make a story that isnt dog shit and meshes with the style of game you are making rather than being at odds with it.
The advent of open worlds and the death of indoor environments.
And the disappearance of doors. When was the last time you opened a door in a video game?
Ah, yes the famous comms of the 1400s.
Come on now. The equivalent of comms would be letters and that would require reading.
>reach the end of the game
>save your clear data
>"Cool, now to go back and finish all the sidequests I passed over"
>"The way I do in literally every RPG ever made"
>You can continue your adventure in DLC!
alternatives are "innovative" games like HL2 where youre locked in a room where people talk at you and each other and you cant leave until youre let free, or cutscenes , i dont see the difference
>And the disappearance of doors. When was the last time you opened a door in a video game?
Tales of Berseria
same as it ever was
Skippable cutscenes or being allowed to play while someone is talking is infinitely superior, walking slowly, eating up time doing nothing is trash, every dev that does that deserves an ass kicking.
This is a good point. Games used to use their segmented zones to their advantage by creating compartmentalized and well-defined challenges and environments, but with everything being a seamless open-world that practice is all but dead
There are still plenty of doors in games you dolt. Only difference now is that you usually just have to walk into them to open them instead of pressing a button. But if you mean the latter the newest game I played with "press x to open door" is probably Hitman 2016
>When was the last time you opened a door in a video game?
an hour ago when I played PUBG
Don't you even fucking dare. They've been playing that song every day at the Albertson's I work at.
EVERY
FUCKING
DAY
Assassin's Creed is overall a terrible franchise. It should have been 3 games max, but of course gotta milk that cow dry.
Haven't played since AC3 but at least the AC2 mixed up the tower climbing with mini climbing puzzles
I was about to say not-cutscenes (EG a scene where characters stand around and exposit while you retain control of your character; effectively an unskippable cutscene that you can walk around during) but then I remembered those started with Half-Life 2.
Cutscenes can be skipped and are completely isolated from the gameplay
Yeah, that's why they're better than Half-Life 2's "totally not cutscenes guys" where you're literally forced to sit there for the duration of the not-cutscene EVERY FUCKING TIME YOU PLAY THE GAME.
>I remembered those started with Half-Life 2.
there were a few in the original HL too, like when you're waiting for the scientists to stop talking and open the door to the test chamber for example
Reaper's teleport
It's older than HL2, Deus Ex is an earler example, but there's older stuff than that. But it wasn't a problem before, because you were in areas with items and ammo to pick up, or little things and easter eggs to notice or interact with in the room.
Now there is a modern trend of getting you stuck in a room with fucking nothing, and it really isn't the same thing at all.
Half Life 2 had maybe 2 minutes of them for every half hour of gameplay. It really isn't an issue.
Yes it is especially when replaying the game. The fact is that they had no good reason to exist to begin with.
>Want to replay Deus Ex HR
>Remember the opening
True that it's been done before HL2 but HL2 is the first game to have a significant number of them.
There's still literally no advantage to them over skippable cutscenes which are superior for both exposition and don't waste your fucking time and butcher the pacing of the gameplay on all subsequent playthroughs after the first.
Online required to play.
I mean come the fuck on. What if you're in the boonies like I am?
I just replayed Half Life 2 since there's been so much talk about it lately. It doesn't get in the way at all, they're so short that it doesn't really disturb the flow of gameplay. Plus like said there's always a ton of easter eggs you can interact with, like in Kleiner's Lab or Black Mesa East.
>main menu includes publisher and developers social media
I know it's not a mechanic but that shit is worth calling out
Not to mention the fucking 5 minute train ride opening.
You're thinking of Half Life 1.
Always makes me laugh when people deride HL2 as a tech demo, when the opening to Half Life 1 is literally on rails for 10 minutes.
The runtime of not-cutscenes in HL1 is much shorter than the runtime of them in HL2 but they're unacceptable in both games
Are you for real? The teleporter section in the beginning of the game for example lasts a good 3 minutes and it involves you doing absolutely nothing. Half Life unskippable cutscene apologists are ridiculous.
>You're thinking of Half Life 1.
Uhm yeah? Thanks?
In Half Life 1 you can just skip to the third chapter and be done with it for most of the game.
Still, I don't really see what all the fuss is. Half Life spends a lot of time breaking away from its shooting gameplay for some awful platforming or whatever else they felt would shake things up.
Better than breaking away from the shooting for a seesaw physics puzzle again.
Half Life 2 only contains one seesaw puzzle and it's early in the game.
Difference is that you're still playing a game in those sections so there's some amount of engagement to be had even if it's awful. Unskippable cutscenes don't engage you in any way, they're mind numbingly dull and only get worse the more you see them.
There are people who defend this...
haha just move silly :)
Any of the longer cutscenes still have things you can interact with, though. Like I said, Kleiner's Lab and Black Mesa East are full of interactive gizmos.
It seems to me that you just stood around and watched people talk rather than got to know the details of the world. That's the real advantage of this style of cutscene.
What's the advantage? People who are interested in doing that would do that on their own as games like Duke Nukem and Max Payne 2 showed, people who aren't shouldn't be forced to sit there and try to entertain themselves with meaningless interactions. Platforming is you playing the game rather than doing pointless shit.