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101
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: May 29, 2014, 02:51:24 PM
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Right I know most of that.
"This week's edition of Critical Reception examines online reaction to Square Enix's RPG sequel Final Fantasy XIII-2, which reviewers describe as "an encouraging step in the right direction." Final Fantasy XIII-2 currently earns a score of 81 out of 100 at Metacritic.com."
Saying that there are some negatives with a product isn't enough. You need to know how much. A lot of this "reasoning" about the weaknesses of 13 seem to come down to personal distaste, and not facts.
I know how businesses work. I am saying the 13 criticism comes down to "hardcore gamer rage." Maybe it doesn't, but when I ask for proof I get the run-around.
FF is kind of shitting on the hardcore western gamer. No diversity, more cut scenes, no Japanese dialogue. We want them to be failing, for our critiques to matter, but so far they seem to be running middle of the pack with other AAA.
The truth is, as far as sales go, we don't matter. If they pleased us and the masses then sure everything would be better. I've waited for a proper follow-up to 7 since 7. And I know for sure being pushed on the back foot is bad internally for Square, because they aren't sharpening their design skills. But that happens to all AAA as they try to move into the future.
We want 13 to be this proof of respect-the-gamer, but it only sort-of is. Accessibility makes bank, no matter how you spin it. Eventually Square will get their act together, but what they are doing now is no different than what they did with 9. Profit, scale, risk-management: they stay alive.
8-14 is all the same attitude.
--
A crash would need a super-duper-Minecraft-like explosion.
edit:
13-3 might be bad though - I don't know enough about it.
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102
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Developer / Design / Re: Spoiling the length of the game
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on: May 29, 2014, 02:13:08 PM
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I think trust is a crucial element here. I want to trust that a game will not stop short, or go on longer than needed. If I am near the end I'll bust through to the end. But if I'm not I might need to not play that game for a while.
I remember when I was a kid playing Secret of Evermore. I was a big SNES RPG guy. Secret of Mana is the more popular partner to Evermore, but I loved them both. Evermore totaled me as a kid. Some parts were so overwhelming I'd be forced to put down the game for months, before I had the courage and insight to continue.
How long is this swamp? How many more places are there to go? These kinds of questions - the mystery of what was left - was important. I wanted to wonder.
Game-length indicators are like those arrows you get in Bioshock, and other games, that point to your objective. You have a world, then a meta-game 4th-wall-breaker... that just gets in there and fucks everything up.
But how fun is it to get lost and frustrated? I want to explore, but not get stuck. I want to trust the game's length, but I don't want to be blindsided by it.
There's a big issue here I think. Game-length indicators aren't the most important thing in games, but like it's interesting to think about why they matter, and how to deal with them appropriately. There's a lot of space here to make effective decisions.
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103
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Player / Games / Re: Hearthstone
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on: May 29, 2014, 01:55:12 PM
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that's funny. I like learning this way, through entertaining battles.
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104
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Player / General / Re: Picking up additional discipline
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on: May 29, 2014, 01:16:28 PM
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try and see what happens. you worry too much. if the experience sucks you'll find out best by trying. quitting and switching to something else is easy. doing nothing is the only bad thing.
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109
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: May 28, 2014, 05:10:14 PM
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Tilbert do you know the budget for 13-2? I don't. If they made a profit then the game was a success. Even though it is worse than 13, they explored certain ideas, satisfied the customers who complained about 13, kept the brand alive, and kept devs busy.
You mentioned alarm bells. Maybe you're right. But I think we'd need to see slim profit margins for that. Maybe that's what they had?
8.0 sequels, low-budget, don't ruin franchises... unless sales bomb. Given 13-2 was developed in half the time as 13, and made half the sales, I think that's decent.
Maybe you just want 13 to be dumb, because you didn't like it? I don't like the linearity and cut-scenes either, but, as far as sales go, Square keeps on paddling.
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113
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: May 28, 2014, 01:33:48 PM
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there was the paint-by-numbers Skies of Arcadia
nooo, I luv Skies! -- I don't know what you guys are talking about with FF13. There was some lash-back in the west, but it sold well. From wikipedia: "The game sold more than one million copies in North America in its release month. In March 2010, Square Enix stated that Final Fantasy XIII was the fastest-selling title in the franchise's history." The game went on to sell at least 7 million copies. That's all right. That's Halo big.
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119
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Developer / Design / Re: Spoiling the length of the game
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on: May 26, 2014, 09:55:23 AM
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in ff7 you get an approximate idea of how far you are based on what disc you're on lol. kinda makes me wonder if someone who played the game on steam for the first time rather than the ps1 experiences it differently.
I forgot about this. When I changed discs I'd reflect on how far I'd come, how much content approximately was left. The last disc is always a let-down - super short.
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