I'm not meaning to dismiss the pacing and experience behind TLoU, but I do understand these criticisms. I think the active vs passive "question" of game design is a personal one, and some games are right to lean more heavily on basically "sitting the player down" when it's trying to get something across.
Generally speaking, the more a game keeps its full impact when viewed as something like a Youtube video, the more clear it is the interactivity wasn't linchpin to what people get out of it. If we're considering the best games over the past decade, a game that's memorable for mostly the same reasons a great movie would be won't stand out to all players. No one is saying "games can't use cutscenes."
I'm not saying it should stand out to all player, of course. Game of the decade is going to be something different to everyone anyway, so I'm not trying to make this in to a definitive thing. But they're called video games for a reason. It's a visual medium, and the visual language set in stone over the past century of film is as much part of video games as the game language being created to this day is.I'm not meaning to dismiss the pacing and experience behind TLoU, but I do understand these criticisms. I think the active vs passive "question" of game design is a personal one, and some games are right to lean more heavily on basically "sitting the player down" when it's trying to get something across.
Generally speaking, the more a game keeps its full impact when viewed as something like a Youtube video, the more clear it is the interactivity wasn't linchpin to what people get out of it. If we're considering the best games over the past decade, a game that's memorable for mostly the same reasons a great movie would be won't stand out to all players. No one is saying "games can't use cutscenes."
Video games are an interactive medium. They are also a visual medium, like films are. That they borrow for them is not to their detriment. Sometimes it's best to take away control from the player to get something across.
You do realize that most of art and new art periods started by someone discarding the previous best tool for the job right?Your proposal is basically to throw away everything that works. Hardly constructive, and definitely not helpful.
Why do you need to be straightforward? Because we live in the real world, where you don't just reinvent the wheel out of some twisted sense of purity. You use a cutscene because it's the best tool for the job. Also, because technological limitations (cutscene render quality is higher), time limitation (why devise some convoluted way to hit the same notes with pure gameplay when a cutscene works better anyway), limitations of the kind of game you're making (you just can't read facial movements well in third person), ... There are plenty of very good reasons to use the best tool for the job, and I can't believe I'm wasting my time trying to convey this to you.
In what way has Breadth of the Wild or GTAV influenced the industry?
I never said that you can't tell a great narrative through gameplay. But that does not take away from the effectiveness that cutscenes can deliver emotional scenes with either. And again, it's not like TLOU doesn't do that type of stuff either. For example, the boost mechanic subversion that I mentioned before.I'd only agree with this if story beat inparticular could not be done through gameplay.
Brother a tale of two sons big twist has incredible impact that could only have been done through video games, and there are certain visual novels that accomplish similar feats through creative use of the medium.
Hell, even as far back as Final Fantasy 7 for ps1 hadall have way more impact by incorporating player agency into the mix.the scene before Areith's death where you play a mind controlled Cloud and and you are forced to press the action button to continue which in turn gets Cloud into a position to cut her in half while the player watches
Just because something is avant-garde, that doesn't make it inherently better. And no, "most art and new art periods" most definitely didn't start with a guy going "I'm going to not do this thing now just because!". Most new art and new art periods are borne from very complex culture forces and movements.You do realize that most of art and new art periods started by someone discarding the previous best tool for the job right?
Anyway, let's just agree to disagree at this point, this discussion is going nowhere
I would argue that the quality of BoTW helped put the switch on the trajectory it is now. It also drastically changed the formula of a traditional tent pole franchise, which will perhaps embolden Nintendo to continue to do so with other franchises.
GTAV set the standard for persistent online updates and monetization (for better or worse), leading $6 billion in revenue and it becoming the third best selling game of all time.
Best selling game does not necessarily mean it influences game design to this day. GTA3 was far more of an influence in this regard. BOTW sold well but has not really altered the gaming landscape in any way. PubG for example popularized an entire new mode and is far more influential than BOTW.
okUmmm, yeeeah, about that. It was Demon's Souls, not Dark Souls.
I don't know if it fully encapsulates gaming as a whole for the decade, but I don't think there is one game that could.