Page 3 of 3 FirstFirst 123
Results 51 to 57 of 57

Thread: In the video game world in general, what are you SICK of????

  1. #51
    Pac-Man (Level 10) briskbc's Avatar
    Join Date
    Jul 2002
    Location
    BC Canada
    Posts
    2,398

    Default

    I don't know if it has been mentioned yet but I'm going to have to say DDR games. Man I hate DDR games.

  2. #52
    Insert Coin (Level 0)
    Join Date
    Apr 2003
    Location
    Edmonton, Alberta, Canada
    Posts
    133

    Default Re: I concur

    Quote Originally Posted by zmeston
    Quote Originally Posted by tssk

    I have heard he is working on a new version of Balance of Power.
    That would be awesome. I still bust out BoP: 1990 Edition for my Amiga on rare occasion, and I can only imagine how he could enhance the gameplay with today's PCs.

    -- Z.
    I was under the impression that he was developing the new Balance of Power to show off the Erasmatron. I know that there's a PC version of the Erasmatron reader, but I'm not sure how well it's supported, since Chris Crawford got rid of the Windows version of the development kit.

    All of this is probably a moot poit now anyway, since last I checked, the Erasmatron was still very much a work-in-progress.

  3. #53
    Pac-Man (Level 10) Custom rank graphic
    calthaer's Avatar
    Join Date
    Jun 2003
    Location
    Turks and Caicos Islands
    Posts
    2,871

    Default

    Quote Originally Posted by Kid Fenris
    I'm not sure what you're trying to imply here, as any game that tells a decent story does indeed provide background and immersion, and I can't recall a single game that casts players in a minor supporting role. The difference you seem to suggest depends on a storyline's quality, and not its focus.
    If the game has a plot that is completely unalterable in any significant way, I would argue that you are always in a minor supporting role. The whole idea behind games is that they are supposed to be interactive. Pressing a few buttons to make the train-track-linear-story go forward is really no more interactive than flipping a page to read a normal book. I think the point being made is that people want a Choose Your Own Adventure book and not a long-winded and melodramatic Jane Eyre or Tess of the D'Urbervilles (sp?). I would agree with that sentiment - if I want a static story, then lots of movies and books do it far better than most games ever have.

    Contrast Chronotrigger or Maniac Mansion, each of which had 4+ endings, with almost all recent story-based games. The last game I remember playing with good multiple endings was Deus Ex. And no - I do not consider a slightly different picture of Samus wearing less clothing the faster you beat the game a different ending.
    "You are startled by a grim snarl. Before you, you see 1 Red dragon. Will your stalwart band choose to (F)ight or (R)un?"

  4. #54
    Great Puma (Level 12)
    Join Date
    Sep 2002
    Location
    Cleveland, OH
    Posts
    4,119

    Default

    Quote Originally Posted by calthaer
    Quote Originally Posted by Kid Fenris
    I'm not sure what you're trying to imply here, as any game that tells a decent story does indeed provide background and immersion, and I can't recall a single game that casts players in a minor supporting role. The difference you seem to suggest depends on a storyline's quality, and not its focus.
    If the game has a plot that is completely unalterable in any significant way, I would argue that you are always in a minor supporting role. The whole idea behind games is that they are supposed to be interactive. Pressing a few buttons to make the train-track-linear-story go forward is really no more interactive than flipping a page to read a normal book. I think the point being made is that people want a Choose Your Own Adventure book and not a long-winded and melodramatic Jane Eyre or Tess of the D'Urbervilles (sp?). I would agree with that sentiment - if I want a static story, then lots of movies and books do it far better than most games ever have.

    Contrast Chronotrigger or Maniac Mansion, each of which had 4+ endings, with almost all recent story-based games. The last game I remember playing with good multiple endings was Deus Ex. And no - I do not consider a slightly different picture of Samus wearing less clothing the faster you beat the game a different ending.
    This was a major reason that I loved Colony Wars (the first one, for Playstation). While the plot outline itself (rebels from the colonies oppose the evil empire; sound familiar?) may be derivative, the execution was very cool. Your success or failure in each mission affected both the next mission you were given and the overall course of the game, with a CG cutscene coming every three to four missions to flesh out the course of the conflict. If you get a copy of the game and want to see the overall mission tree, enter the following password:

    Commander*Jeffer

    The scope of the game and the effort Psygnosis put into the backstory is unlike any other console action game I've ever seen.

    And while the branches in the plot are based on your ability to meet mission objectives rather than arbitrary choices you make (excepting a choice to tank a mission), I still thnk that this type of branching plot tree is a great way to make a game hugely replayable and give a player true incentive to seek the best ending. It's too bad that it takes enough effort by the game designer that I've never seen it done to the same degree in another console release. Colony Wars: Vengeance (the second one) had a drastically reduced mission tree, and Coloy Wars: Red Sun (or 3) had you pick missions out of a list, as you were a mercenary type in that one.

    The actual in-mission gameplay of Colony Wars may seem a bit shallow these days, but I guess the Playstation just couldn't animate the quantity of ships that you see in a game like Starfighter. And speaking of Starfighter, I greatly prefer the branching plotline of Colony Wars to the "play a mission over repeatedly until you can do it perfectly and maybe we'll unlock something for you" mechanism of Starfighter.

    So actually, I can say that I don't care for that sort of mechanism where you play a mission over and over to achieve arbitrary benchmarks and thereby unlock new missions and ships. (Although I didn't mind facing opponents repeatedly in Puzzle Fighter to win things like Sakura's song and alternate Morrigan costumes, but those were simple win/lose propositions, and anyway a foolish consitency is a hobgoblin of small minds.)
    (\ /)
    (O.o) ---XBL GT: RHINDLE
    (><)
    /_|_\ ---PH34R TEH BUNNY

  5. #55
    Key (Level 9)
    Join Date
    Sep 2002
    Location
    I guess I must be stupid
    Posts
    1,922

    Default

    I cant stand a ton of game sequals that all have the same ending boss



    example


    almost every mario game the end boss is bowser I mean come on how many times does the beast need his ass to be kicked before he dies


    all crash games have dr neo cortex


    All sonic games have robotnik



    I also hate games that are rushed out because of a movie or whathave you .


    I also think that there are way too many garbage games being releaced just because they can IE $10 psx games

  6. #56
    Pac-Man (Level 10)
    Join Date
    Aug 2002
    Location
    Surprise, AZ
    Posts
    2,549

    Default

    I am sick of cheaters and hack discs.

    Any game that is GTA like.

    Games with unlockable stuff if you beat it 200 times.

    People thinking the PS2 has the best graphics.

    People how copy games and play them on there modded system.

  7. #57
    Pac-Man (Level 10)
    Join Date
    Jul 2002
    Location
    NY
    Posts
    2,761

    Default

    Quote Originally Posted by calthaer
    Quote Originally Posted by Kid Fenris
    I'm not sure what you're trying to imply here, as any game that tells a decent story does indeed provide background and immersion, and I can't recall a single game that casts players in a minor supporting role. The difference you seem to suggest depends on a storyline's quality, and not its focus.
    If the game has a plot that is completely unalterable in any significant way, I would argue that you are always in a minor supporting role. The whole idea behind games is that they are supposed to be interactive. Pressing a few buttons to make the train-track-linear-story go forward is really no more interactive than flipping a page to read a normal book. I think the point being made is that people want a Choose Your Own Adventure book and not a long-winded and melodramatic Jane Eyre or Tess of the D'Urbervilles (sp?). I would agree with that sentiment - if I want a static story, then lots of movies and books do it far better than most games ever have.
    Among video games, however, only digital comics present the sort of truly linear, page-flipping story that you're describing. Anything that involves actual gameplay is not a passive, text-scrolling experience, since it requires you to defeat that boss, navigate that dungeon, or dodge exploding beer cans and escape that burning building in order to advance the storyline.

    Story-driven games are interactive, and even if a plot is unalterable, a well-crafted one can still enhance its accompanying gameplay by fostering a connection between the player and the characters they're controlling. After all, the best measure of a video game's success is the extent to which you can lose yourself within its fictional world. Some titles do this with simple and addictive concepts. Others present intense challenges that require pure reflexes. And others offer storylines and settings that create a convincing alternate reality for you to take in. Books and movies (good ones, anyway) may have better storytelling, but they'll never have that vital symbiosis that can arise between player and game. And a solid storyline, no matter how linear, makes that bond all the stronger for many players.

    I also think you're confusing the player's role in the story with the influence that said player has over the plot. If you control the main character who often proves to be a catalyst for the game's events, that's not a supporting part by any measure. To be honest, I'd like to see a game where you control a minor character in a much larger drama, experiencing world-shaking events from the perspective of an average joe.

    Quote Originally Posted by calthaer
    Contrast Chronotrigger or Maniac Mansion, each of which had 4+ endings, with almost all recent story-based games. The last game I remember playing with good multiple endings was Deus Ex. And no - I do not consider a slightly different picture of Samus wearing less clothing the faster you beat the game a different ending.
    Off the top of my head, Chrono Cross, Valkyrie Profile, Tactics Ogre: The Knight of Lodis, and Eternal Darkness all featured both multiple endings and extensive stories. They're also pretty good games.
    Last edited by Kid Fenris; 06-22-2009 at 07:41 PM.
    Kidfenris.com: Never Updated.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •