fvng
Member
accept your punishment in the form of GAF mocking.
So what you're saying is you're 12 years old?
accept your punishment in the form of GAF mocking.
writing/story is still irrelevant to the topic which is gameplay
This is terrific, thank you. Much more thoughtful than half the posts and predictable gifs in this thread
What the hell? Adventure gameplay is part of the foundations of our hobby. You can't get more traditional than that; time to give up on the horse, it's dead, accept your punishment in the form of GAF mocking.
It boggles me that someone equates the experience of going ,say, through Indiana Jones and the fate of Atlantis with Indigo Prophecy
So yeah, to sum it up:
Gameplay in Cage games is trash and does not match good adventure games by any means. Execution matters
you asked WHY Cage's games get criticized for having no gameplay, when LucasArts games are worshiped.
That the LucasArts games are well written is the answer to that question. The answer to the conundrum posed cannot be irrelevant to the topic.
I love that he's trying and I hope he never stops. All that needs to happen is for him or someone he inspires to get it right once.
you asked WHY Cage's games get criticized for having no gameplay, when LucasArts games are worshiped.
That the LucasArts games are well written is the answer to that question. The answer to the conundrum posed cannot be irrelevant to the topic.
Puzzle solving is one thing, but the other big thing is Humor. Humor is a great selling point on its own. Last I checked David Cage's games aren't that funny.
I'd say QTE gameplay attempts to attain the same feeling of being in the zone that jeff minter games like Tempest 2000 or Space Giraffe do. "The Zone" is a feeling where your senses are so heightened that you can accomplish what looks like the impossible to outside people because you're so highly in-tuned. The force working against the player in QTE interactions is time, in this case. Time is also the force working against players in Tetris (or rather A force, since the other force is the amount of real estate left) but it's less tasked with trying to induce "being in the zone" and more focused on seeing how quickly the player can recognize spatial configuration. Which is all different from myst, where the force against the player is solely the abstract nature of the puzzle.
Most people seem to be saying that the gameplay offered is of a low quality--not that it has zero gameplay--and that the elements that would make up for it in a story/narrative-centric title (e.g. clever or developed storytelling) are simply not there.Is this gameplay? (jump to 5:00)
https://www.youtube.com/watch?v=dU4SgHbI-yc
even if it's dragon's lair-esque, does this no longer qualify as gameplay?
Yup.
It would be like making a thread like:
"Why do people prefer DMC over DmC when DmC has the better storyline (storyline discussion only)"
writing/story is still irrelevant to the topic which is gameplay
Here's a shocking revelation -- maybe the people criticizing David Cage games are not the same people that love Lucasarts adventure games!
I think he's always experimenting which is nice. Heavy Rain was an experimentation of a narrative with branching paths that keeps going even if a character dies.. Beyond was an improvement in a lot of ways but I think once he decides to add an actual challenge to his games with the risk of an actual game over screen... I enjoyed Beyond but I felt the criticism of being unable to lose was a fair one and should be fixed in his next game. Failure is never really punished.
So what you're saying is you're 12 years old?
Debatable. Too bad they missed the two-guys-holding-a-glass-pan cliché.
Cage's games consistently get attacked for being interactive movies without any real gameplay, but I often see these same critics turn around and fawn over 90s adventure games like Grim Fandango.. The reality is classic adventure games from LucasArts were essentially interactive movies with no twitch gameplay..
(referring specifically to the classic LucasArts games I grew up with (Monkey Island, Loom, Day of the Tentacle, Full Throttle, Grim Fandango)
Frankly, the only difference between classic games like these and David Cage games is the AAA graphics. If Heavy Rain or Beyond came out in the 90s, they would have certainly been pixel based adventure games. I don't understand how any gamer who loved those old games can reconcile that with complaints about Cage's games "lacking gameplay"
(thread is about complaints about gameplay, not quality of story or storytelling)
What's the point of having a discussion when you ask an intentionally leading question and ignore all other factors? It's like you're trying hard to expose some sort of hypocrisy is Cage haters, but can only do so by ecxluding anything you deem irrelevant
Solving puzzles is gameplay though.
lol maybe the mental equivalent of one - Adventure gameplay keeps you young.
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Puzzle solving is one thing, but the other big thing is Humor. Humor is a great selling point on its own. Last I checked David Cage's games aren't that funny.
Yeah, the last sentence in the OP is a cop out because games are measured by more than just one variable. This is not a fair exercise.
Solving puzzles is gameplay though.
Puzzles are gameplay.
like someone else said, solving puzzles is gameplay
Disregarding the Puzzles vs QTE arguement (which has it's value), I think it's more that when people dislike something, they stick with what stands out the most to criticize it. In this case "no gameplay", when people enjoy the experience they're much less likely to notice such flaws.
It all comes down with more people having issuse with Cage games than with LucasArts game.
Cage's games consistently get attacked for being interactive movies without any real gameplay, but I often see these same critics turn around and fawn over 90s adventure games like Grim Fandango.. The reality is classic adventure games from LucasArts were essentially interactive movies with no twitch gameplay..
(referring specifically to the classic LucasArts games I grew up with (Monkey Island, Loom, Day of the Tentacle, Full Throttle, Grim Fandango)
Frankly, the only difference between classic games like these and David Cage games is the AAA graphics. If Heavy Rain or Beyond came out in the 90s, they would have certainly been pixel based adventure games. I don't understand how any gamer who loved those old games can reconcile that with complaints about Cage's games "lacking gameplay"
(thread is about complaints about gameplay, not quality of story or storytelling)
Debatable. Too bad they missed the two-guys-holding-a-glass-pan cliché.
Well that explains a lot.
Anywho, as long as we're talking about genres that are the foundation of 'our hobby'.. QTE based games like Dragon's Lair also date back to the 80s, so they are very much the foundation of gaming as well even if you don't particularly like them.
The best LucasArts adventures were well written, and the player benefited from being culturally aware and well read. David Cage's games probably appear really well written if you don't read books, or only watch big budget Hollywood films and anime.
Well that explains a lot.
Anywho, as long as we're talking about genres that are the foundation of 'our hobby'.. QTE based games like Dragon's Lair also date back to the 80s, so they are very much the foundation of gaming as well even if you don't particularly like them.
Gameplay is kind of an empty term, but for what it's worth, games like Grim Fandango had clever puzzles with solutions that emerged from observable properties of the game world. That sounds like common sense for a developer but a lot of adventure games at the time had puzzles with complete nonsense solutions. The act of solving those puzzles comprised the gameplay, and the controls and interface facilitated that. They were satisfying to solve and required you to explore the incredibly crafted environment and experience the well written dialogue. Since those things made solving the puzzles more enjoyable, we can say they were there in support of the gameplay.LucasArts made good games that had lots of laughs and you got to use your brain
It sincerely does not matter that they had "no gameplay" because LucasArts' games were a blast to play. David Cage receives deserved flak for his games because they have questionable writing and dull puzzles, tending towards QTE:s.
And if someone insists on calling LA's games bad because of no gameplay, do you also discard other puzzle games with slower, thought-out gameplay like Phoenix Wright, Professor Layton, Picross, Pushmo and their like?
Why does everyone love KOTOR when that is another game without any gameplay?
David Cage games have more gameplay than KOTOR.
Well that explains a lot.
Anywho, as long as we're talking about genres that are the foundation of 'our hobby'.. QTE based games like Dragon's Lair also date back to the 80s, so they are very much the foundation of gaming as well even if you don't particularly like them.
Cage's works are extremely unappreciated... which is really sad because they offers so much soul.
Okay, and I havne't played any tempest but the original, but they don't just ell you at any given point what you need to do to win, right? The reason, for me, that QTEs can never be about "being in the zone" is because I'm constantly forced to look at what controls I have to hit at any given point. Being "in the zone" for me would be about letting my reflexes take over, interpreting what is one the screen, coming up with a strategy and implementing it, all without really thinking about it.
I'm not talking about high level puzzle solving here, but even in something like Doom, when you get to a point where you understand the weapons and enemies enough that you can run into a room and just instinctively react to whatever you find, I call that being in the zone. QTEs eliminate a crucial step here. There's no interpretation of the action on screen, because you're beign told what to do at every turn. For me, that completely drags me out of the experience.
I think the closest things to QTEs in this sense are probably rhythm games (which is not a genre I'm particularly knowledgeable about, so correct me if I'm wrong). Even in rhythm games, though, you're taking sensory input (for instance, the music and the "note highway" or whatever is the equivalent) and translating these into what you need to do next. Ideally, the whole thing comes together and becomes a reflex, where you're hitting the right button at the right time just because it "feels" right, it's instinctual. QTEs usually never achieve this because they don't have set rules, and they never allow you to break away from the feeling that you're just putting inputs into a controller, because those inputs are constantly being thrown on the screen.
Cage's works are extremely unappreciated... which is really sad because they offers so much soul.
writing/story is still irrelevant to the topic which is gameplay