I wasn't bothered by how FPS's played on the PS2. CoD, when it first introduced ADS, I perceived it as a sweet addition, but it didn't detract my enjoyment from the other regular FPS's at the time. I find it that with most games it comes down to how flexible you are. I've read people/reviewers who flung shit at legitimately good games just because they posed a hurdle in terms of how they were supposed to apply themselves to some new mechanic.
To clarify because I don't think I came across clear enough in my older post disclaimer: Everything I'm talking about is
not about gameplay mechanics. I don't want every shooter to copy ADS, the same way I don't want every action game to copy DMC/Bayonetta-style combat. That's not what my post was about. It is about responsive controls and smooth gameplay-feel.
It sounds more like some people expect games to accommodate their skill level and not the other way around (people readjusting their skill level to suit the game). Especially, when a game might come with a steep learning curve. Its no wonder that homogenity is a recurrent issue in modern gaming when people reject new gameplay mechanics that may require a different approach.
This has nothing to do with my previous post. Again, it's about the above. For me, it's very simple: When I press a button, how long does it take on the screen before the character takes an action? Does the action on screen match what I'm trying to do on my controller? Does everything feel too stiff? If you want, you can think of lag in an online game from a similar standpoint. Lag is not a skill issue.
I guess we all have different ideas about what makes an appealing game and that's fine I suppose.
I think we are closer in opinion than you think about this and that there is a misunderstanding happening here lol.
It would be awfully boring if every third person action game would to take notes from Platinum's homework. The industry should ahve space for both "B-tier PS2" games and more polished action games.
I agree and that's why I made sure to state that I
don't want every game to end up like Bayonetta or DMC.
Here is what's happening: you are speaking about gameplay design, whereas I'm talking about gameplay feel. In your case, PS2 B-tier games are fine conceptually because it breeds creativity. That part I'm fine with.
However, in my specific case I don't feel like they are fine in
control scheme, because it makes 'random Namco action game' feel like crap to control. It has been proven that controls don't need to have any bearing on difficulty, because you can create a difficult video game without it needing to control in an obtuse, unresponsive, or stiff manner.
If anything, a developer purposefully using bad controls and making their game unresponsive in today's age, as a crutch to make a game more difficult, means it is a skill issue for them because they couldn't figure out how to do it without mucking up the controls.