CecilRousso
Member
Don't want to be rude, but if you can't tell the difference in gameplay between games like Monkey Island 2 or Day of the Tentacle, and Heavy Rain, then you're not paying enough attention when you play.
Lots of lucas arts game have puzzles
"Get X item to interact with this character so he gives you the key to open that door which will give you access to a new item you need to progress the story".
Now I honestly think Heavy Rain managed to give the feeling of playing because of the fact that the characters could die. During action heavy scenes you felt a sort of "pressure" because you knew that if you screwed up too much the character might actually die with no "checkpoint" and no "try again".
That alone was enough to make it really enjoyable to me.
But they didn't do that with beyond: two souls.
All the sense of pressure and urgency was gone when you knew that even if you screwed up the game everything would be fine.
Both game felt like an interactive movie. But at least in Heavy Rain it felt like my actions and input were relevant. In Beyond it just felt like I pressed stuff for the cutscene to continue
PS: Also Lucasarts game had fun dialog and great characters. David Cage feels like a teen was trying to write a "deep and emotional" story while failing at it
It boggles me that someone equates the experience of going ,say, through Indiana Jones and the fate of Atlantis with Indigo Prophecy
It's because Cage is a really bad writer. When you have no gameplay, you must at least have a good story/characters.
LucasArts games are well written, that's why they're worshipped, even if there's no "real" gameplay.
(Edited)
My point exactly.
So how can anyone suggest David Cage games have no gameplay?
The player has a significant input throughout the entire experience.
This is really hyperbolic, cage games are written just fine, they have some quirkiness but they are no where near "bad".
right right, QTEs are only acceptable when it's coming from GAF cult favorite Shenmue.
The "well opening a door is a quick time event so HAH" posts are out there.
Shenmue was a pioneer in quick time events. Why did Shenmue have quick time events? Because Shenmue 1 has reallllllyyyy sloooooooooooowwwwww paaaaaaaaaaaacing. You spend most of the game running around the environment, talking to strangers, rotating objects, and examining objects. Shenmue 1 is the equivalent to a really dry/info heavy prologue for an action epic.
So to make the game more interesting, I imagine the team behind the game decided to let the player in on what would typically be cutscene action. Instead of Ryo kicking everyone's ass in a predetermined cutscene, the player now has stake in the outcome. Shenmue 1&2 has moments where failing a QTE can influence gameplay and what the player does for the next hour or few hours. Story and gameplay branches that lead to the same result, but how you got there was different.
You know what QTE's amount to now? Gameplay padding. Instead of watching a predetermined outcome, the player has to pay attention and play simon says to progress or to not die. Instead of sitting and watching animations happen in peace, developers want the player to feel involved, because maybe from their point of view, the amount of time of watching would add up and make those predetermined outcomes seem useless (which they probably are).
Haven't played it but watching it on YouTube.
There is no 'gameplay'. You click some stuff and the players fight for you.
This is really hyperbolic, cage games are written just fine, they have some quirkiness but they are no where near "bad".
I've only played Heavy Rain, but judging from the comments this could apply to all his games. Cage tries to focuses more on story,characters, plot, and emotions. He fails at all of those things. People are then stuck with a game that has shit gameplay and a shitty story. A game like Telltale's The Walking Dead has an awesome story, so it's get a pass on having the gameplay it has.
I mean, if your game is going to revolve around standard QTEs, it would probably help to have the choices you make hold more significant consequences to the plot. Ultimately, you were usually only given an illusion of choice, and the "branching" was hollow. And if there is no solid writing to back up what is there...Because puzzle solving is far more engaging than playing simon says.
Edit: Also David Cage's writing is bad and he should feel bad.
Don't want to be rude, but if you can't tell the difference in gameplay between games like Monkey Island 2 or Day of the Tentacle, and Heavy Rain, then you're not paying enough attention when you play.
I can almost buy that, but then I start thinking about how obtuse some of the puzzles in LucasArts (and especially Sierra) games were, and I'm not entirely sure that it's a net positive. Puzzles like, say, the the way you retrieve the mood ring in Sam and Max, or the way you make a moustache in Gabriel Knight 3 are "interactive," but they're so convoluted and purposely obtuse that the interactivity seems artificial to me.
But maybe it's just my perspective. I was always one to play adventure games for the stories.
The Walking Dead has no gameplay yet it won Multiple GOTY awards.
Right?
FoA is a better experience overall, but this isn't about which is a better game. I'm baffled why you don't understand why games that suffer from the same lack of traditional 'gameplay' are being compared. Fate of Atlantis is a superior game, by far, that doesn't change the fact that the same complaints could be lodged at both of these games, and I LOVE LucasArts game
Right, but QTEs are being dismissed as decent gameplay mechanic
This thread....0_0
1) GAF is not one person who loves LucasArts Adventures and hates David Cage
2) You are literally the only person I've ever seen equate these two types of games.
I think you should have made a Walking Dead vs Heavy Rain thread, but even then you'd have to be open to writing talk, because actually people say The Walking Dead has no gameplay too, the difference is that it gets a lot more praise, so the criticism is not as evident.
I'd say Cage's and Telltale's games are closer to being high budget western visual novels than point n click adventure games, and I don't even say that as a negative thing, I like them.
And the reason some people like Walking Dead while they dislike Heavy Rain is the same reason for anyone to like one visual novel and not the other: They think the story/characters/setting are better.
Katawa Shoujo is better than both though.
I think you should have made a Walking Dead vs Heavy Rain thread, but even then you'd have to be open to writing talk, because actually people say The Walking Dead has no gameplay too, the difference is that it gets a lot more praise, so the criticism is not as evident.
I can almost buy that, but then I start thinking about how obtuse some of the puzzles in LucasArts (and especially Sierra) games were, and I'm not entirely sure that it's a net positive. Puzzles like, say, the the way you retrieve the mood ring in Sam and Max, or the way you make a moustache in Gabriel Knight 3 are "interactive," but they're so convoluted and purposely obtuse that the interactivity seems artificial to me.
But maybe it's just my perspective. I was always one to play adventure games for the stories.
Give us the name of the other guy, so we can find him and stop him.ha
I am literally not the only person who had made this comparison, and I never said GAF is one person, I made an observation based on gamers I've communicated with. gaming discourse is not limited to GAF
Here's why: QTEs boil down your interaction with a game to "monkey see, monkey do". They put a prompt on the screen, you do exactly what they tell you to, or you fail. For some people, this isn't really gameplay, or at least it's not good gameplay. The best gameplay experiences (IMO) come from a game setting up rules and constraints, and then challenging you to solve the game within these rules and constraints. QTEs fundamentally break this because each one has it's own set of rules, and you don't know the rules before the game thrusts the QTE on you. It allows for much more cinematic looking experiences, but at the cost of feeling like you have any agency beyond "win" or "lose". Figuring out the solution to a puzzle in an old Lucas Arts game felt like an accomplishment, because you took what the game gave you and applied it in some clever way. Figuring out a QTE has no sense of accomplishment because you're just hitting the buttons they tell you to.
How bad or good Telltale's recent games and David Cage's games are compared to each other is a separate discussion, and no matter what the result of that discussion, they're both inferior to the best LucasArts games in the gameplay aspect.
Good puzzles with clear objectives, multiple available puzzles at once and great exploration of the enviroments is so much better then "try and guess which object you need to highlight to progress the game".
I really enjoyed The Wolf Among Us, but it doesn't even play in the same league like Monkey Island 2.
This is the truth. I've seen some people say stuff like "how come people shit on Heavy Rain and Beyond but then praise TWD: The Game??", as if it's somehow hypocritical, failing to see the huge difference between the series: quality of writing.
I'm not claiming TWD is perfect, but for a videogame, it does have relatively good writing, characters and voice acting. It accomplished the rare feat of making gamers actually care about the fate of digital people. That's why it's received such acclaim, and why a lot of people see it favorably to Quandric Dream's games. Not because The Secret Agenda to keep David Cage down, or whatever. I really liked Heavy Rain, but it was a unintentionally fucking hilarious cheesefest. From what I've played of Beyond, it's even worse.
It's because Cage is a really bad writer. When you have no gameplay, you must at least have a good story/characters.
LucasArts games are well written, that's why they're worshipped, even if there's no "real" gameplay.
(Edited)
Here's a shocking revelation -- maybe the people criticizing David Cage games are not the same people that love Lucasarts adventure games!
To be fair, some of the LA early adventure games boiled down to "guess which random pair of items you need to pick to proceed" and some of them had no rhyme or reason to them.
To be fair, some of the LA early adventure games boiled down to "guess which random pair of items you need to pick to proceed" and some of them had no rhyme or reason to them.
This is the truth. I've seen some people say stuff like "how come people shit on Heavy Rain and Beyond but then praise TWD: The Game??", as if it's somehow hypocritical, failing to see the huge difference between the series: quality of writing.
I'm not claiming TWD is perfect, but for a videogame, it does have relatively good writing, characters and voice acting. It accomplished the rare feat of making gamers actually care about the fate of digital people. That's why it's received such acclaim, and why a lot of people see it favorably to Quandric Dream's games. Not because The Secret Agenda to keep David Cage down, or whatever. I really liked Heavy Rain, but it was a unintentionally fucking hilarious cheesefest. From what I've played of Beyond, it's even worse. If' you're gonna make a game that's entirely focused on story and characters, you're gonna be held to a higher standard than normal.
I wrote my thesis about metaphor and videogames which compared Grim Fandango to Heavy Rain. The thesis was actually published as an article in a scientific journal last summer.
If anyone's interested in reading it, send me a PM with your email address and I'll send you a PDF of the article.
The abstract can be found here:
http://muldisc.wordpress.com/2011/0...ey-the-source-path-goal-schema-in-videogames/
The topic is not about writing or storytelling, as specified in the last sentence of the original post.
The gameplay is criticized because the writing and story can't carry the game.
...you play point-and-click adventures with a walkthrough handy, don't you?
FoA is a better experience overall, but this isn't about which is a better game. I'm baffled why you don't understand why games that suffer from the same lack of traditional 'gameplay' are being compared. Fate of Atlantis is a superior game, by far, that doesn't change the fact that the same complaints could be lodged at both of these games, and I LOVE LucasArts game
ha
I am literally not the only person who had made this comparison, and I never said GAF is one person, I made an observation based on gamers I've communicated with. gaming discourse is not limited to GAF
It's not, but even if it were, does it matter?
The companies in the videogame industry refer to their products as "entertainment software". And imo, the more variety in entertainment software, the better. No need to hate on things.