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Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
I was playing Assassin's Creed Origins yesterday, there's this mission where I have to escort a priest via the canal.

You were supposed to stay on the felucca (little boat) with the priest and use your bow and arrow to deal with enemies shooting arrows at you from other feluccas, but instead I choose to jump into the water, dive deep to avoid the arrows and then assault the enemy's boats from the other side using my melee weapons, but for some reason the priest's boat caught on fire and the priest was forced to jump into the water and now we have to find another boat instead, all while enemies are shooting arrow at us. The whole mission turned into chaos but I was able to improvise and get us through to the objective at the end. I had the urge to restart the mission but now that I think about it, it's really quite an unique, unforgettable experience.

I can't help but wonder, if this is a Rockstar game, I would've failed like 20 times already.

FAILED
You left the boat

FAILED
The priest was left behind

FAILED
The felucca was destroyed

The more I think about it the more angry I get.

Red Dead Redemption 2 is a pathetic game, it has no understanding of what video game truly means, it has no understanding of its core value and meaning.
It doesn't give a shit about player agency, interactivity and creativity.

Remember that bison hunting mission with Charles? Well you can't even hunt too much of them.
m6fqpq91y0x11.jpg


This is not about ''linear vs non-linear game design''
Naughty Dogs games are linear as fuck but at least they understand the meaning of player agency perfectly fine.
You can flank enemies in Uncharted anyway or any direction you like without having to worry about failing the mission.
Outside of death, there're very few ways to fail the objective in Uncharted and Last of Us, I honestly can't even remember any.

Red Dead Redemption 2's mission design isn't linear, it's pathetic.

I kept seeing people saying ''It's about the story and the characters! Not every game is about fun fun fun! You people are so shallow!''
Well The Last of Us and God of War have amazing story and characters as well and I don't see those games treating us like their fucking employees.

The ''on-rail stage play'' mission design of RDR2 does not in any way enhance its story.
The story and characters would have been just the same without it, don't believe me? Look at Red Dead Redemption 1.
Let me guess, you're gonna lie to yourself and tell me that RDR1 isn't all the great, but you know damn well the game is a masterpiece and its why we're all so hyped about 2 in the first place.

I won't say ''If it's not fun, why bother.'' cause I don't think fun is everything, but If it's about as fun as working in an office, what is the fucking point?
 
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sappyday

The Fallen
Oct 27, 2017
2,798
It's their biggest design flaw for a fact. I love RDR1/2 but if they didn't do this then those games would probably my favorite ever!
 

Deleted member 15447

User requested account closure
Banned
Oct 27, 2017
1,728
Same thing happened to me with the boat in AC.

Would be funny if it always happened that way to everyone playing.

I do agree with the points about RDR though. There was almost no freedom at times.
 

sredgrin

Attempted to circumvent ban with alt account
Banned
Oct 27, 2017
12,276
Isn't this like a huge point of discussion re: the games, especially RDR2? I'd say a lot of people aren't okay with it.
 

Kard8p3

Member
Oct 25, 2017
7,272
Games can be structured differently to fit the narrative.

Sorry you had a bad experience with RDR2.

That example you posted is pretty dumb though, tbh. Since at one point you and Charles goes and kills dudes for thoughtlessly killing bison. So...
 

Van Bur3n

Avenger
Oct 27, 2017
26,089
You really missed the point of that Charles mission if you're upset you couldn't kill too many bison.
 

Cenauru

Dragon Girl Supremacy
Member
Oct 25, 2017
5,978
Rockstar games do a lot of good things but the extremely strict linearity in any given objective is the absolute worst offender that keeps me from playing them more. I have no doubt GTA and Red Dead would be one of my favorite IP's if they actually gave you a goal and not an order for every objective, it's such a blight on their games that after GTA V, I'm not interested in RDR2 at all. It's a shame because they have amazing sandboxes when you're just goofing off and not following missions. The most fun I've had with Rockstar games is making my own fun with friends in GTA V online free roam, and the only reason I would get RDR2 is if it has that same free-roam-fun-with-friends factor that GTA V's online has.
 

Border

Banned
Oct 25, 2017
14,859
Other people like it, you don't.
Does anybody really like this style of mission design though? "Oh yeah, I really enjoy entering a fail state and having to restart every time I do something the designers didn't expect or didn't want me to do. I love how the freeform and systemic nature of the open-world totally conflicts and clashes with the strict rules of instanced missions."

I think it would be closer to say that some people tolerate these quirks, and others don't.
 

dex3108

Member
Oct 26, 2017
22,614
Does anybody really like this style of mission design though? "Oh yeah, I really enjoy entering a fail state and having to restart every time I do something the designers didn't expect or didn't want me to do. I love how the freeform and systemic nature of the open-world totally conflicts and clashes with the strict rules of instanced missions."

I think it would be closer to say that some people tolerate these quirks, and others don't.

I personally like it. Yeah R* could give players bit more freedom for sure but I didn't have any issues with missions in RDR2 simply because I got tired playing games where you have all freedom in the world but you end up is situations that don't fit narrative.
 
OP
OP
Blade Wolf

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
I agree.

But where were you when the game came out? It was repeated to hell and back.

I was trying my best to enjoy it. Like some posters here said, not every game is the same.

Eventually, I came to realize that this kind of design isn't really a trait at all, it was really just a mistake. Something that should've been left in the PS3 era.
 

squidyj

Member
Oct 25, 2017
2,670
Red Dead Redemption 2 is a pathetic game, it has no understanding of what video game truly means, it has no understanding of its core value and meaning.
It doesn't give a shit about player agency, interactivity and creativity.

What a load of the most rank horseshit. Where to even begin with this drek? Games don't have to be one thing, there isn't a singular ideal platonic form for video games. The idea that there is comes only from a position of willful ignorance. Games can be all sorts of different things that explore all sorts of different avenues of utilizing the medium.
 

Meg Cherry

Member
Oct 25, 2017
7,279
Seattle, WA
Does anybody really like this style of mission design though? "Oh yeah, I really enjoy entering a fail state and having to restart every time I do something the designers didn't expect or didn't want me to do. I love how the freeform and systemic nature of the open-world totally conflicts and clashes with the strict rules of instanced missions."

I think it would be closer to say that some people tolerate these quirks, and others don't.
Considering I, and several million other people, played and enjoyed the entire game - I think it's quite fair to say most people don't have the same issues.

Personally, I always viewed the mission design as guided experiences through the open world. It very rarely stood out as a point of contention.

It does not seem that difficult to realize that other people have different options on this than you do.
 
OP
OP
Blade Wolf

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
You really missed the point of that Charles mission if you're upset you couldn't kill too many bison.

I get it, but instead of restarting player all over again they could've done so much like making Charles mad at you, probably even adding a few unique dialogue in later missions.

The problem is that they are so trigger happy with restarting player's progress.
 

Border

Banned
Oct 25, 2017
14,859
It wasn't the failstates that bothered me so much as it was the cheesy on-rails scripting.....in a car chase you'll never be able to catch up to someone, you can't ram their car off a bridge or into a wall. You're forced to drive to the pre-scripted mission endpoint, and then your target magically becomes vulnerable. They created a systemic open world, and then get salty when people use the systems to their advantage.
 

Messofanego

Member
Oct 25, 2017
26,193
UK
One of the main reasons I can't hang with Rockstar games. The contradiction of a systemic, open world with closed, ultra-linear mission structure is a shame.
 

BrickArts295

GOTY Tracking Thread Master
Member
Oct 26, 2017
13,777
It didn't bothered me until "that" stealth mission. After that, I couldn't stop thinking about why R* even bothers with creating such a big map if they aren't going to use it to its full potential.
I guess it has to do with the online since I felt the same way about GTA V but now years later that very same map is pretty much overloaded with online content.
 
OP
OP
Blade Wolf

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
What a load of the most rank horseshit. Where to even begin with this drek? Games don't have to be one thing, there isn't a singular ideal platonic form for video games. The idea that there is comes only from a position of willful ignorance. Games can be all sorts of different things that explore all sorts of different avenues of utilizing the medium.

''Games don't have to be one thing''

Translation: ''Yes the game design is garbage but that's just how it is. Please let it be.''
 

Supreme Leader Galahad

â–˛ Legend â–˛
Member
Oct 27, 2017
2,089
Brazil
Tbh this feels more like a case of being bad at the game. But i digress, RDR2 missions are more tightly designed because thats the way R* has been designing since GTA3 if im remembering right, it allows a better control of the story when it is as expansive and long as in R* games would be my guess. They have been making a few changes tho like the heist missions since GTAV. The thing is: player freedom comes more from open world activities in R* games while missions are more controlled.
 

lvl 99 Pixel

Member
Oct 25, 2017
44,708
Red Dead Redemption 2 is a pathetic game, it has no understanding of what video game truly means, it has no understanding of its core value and meaning.

Damn... and I thought the "Uncharted 4 isn't Uncharted" was going to be the most pretentious sounding thing to come out of this forum today but this borders on "If I wanted to watch a movie I would go to the cinema".
 

Border

Banned
Oct 25, 2017
14,859
Considering I, and several million other people, played and enjoyed the entire game - I think it's quite fair to say most people don't have the same issues.
I'm not saying that nobody liked the game, just that I'm not sure anyone really prefers mission design that punishes creativity or unconventional thinking. If the game allowed you to do crazy or cheesy stuff in the missions, would that have made you like it less? Like if you want to play the game more passively and go with the flow, you could still do that.....I don't think it's too much of a stretch to say that both styles could be supported to some extent. Maybe create some specific and designated mission types that require you to follow their scripting, but let people do as they please in some of the less consequential story missions.
 

kiddtic

Member
Sep 6, 2019
15
Zambia
I have to agree with OP. The juxtaposition of the extreme linearity of their main missions compared to the emergent gameplay of the open world design and side missions is so jarring and is what makes RDR2 slightly disappointing.
 

thepenguin55

Member
Oct 28, 2017
11,816
I initially had written a big "takedown" (I put it in quotes because I hated writing that but didn't know how else to describe what I wrote. Lol) but I decided against that because what would that accomplish? A company that is too big to fail made a popular game that I hate. Nothing more than that.
 
Oct 27, 2017
39,148
OP, this thing is due to the Houser brothers wanting to make a movie or a tv series by using the game itself.

Years ago you had some if these missions but you could "break them" and do it in your own way. San Andreas in particular had lots of breakable missions that were scripted but could be done in your own way without any fail states. This is IMO the best sacrifice if they want to script missions but still allow agency.


GTA4 was where things stqrted to suck but even that game allowed you enough agency compared to the overly restricted mess of a missions that started coming in GTA5.
 

Darkonda

Member
May 23, 2018
1,204
I'm with OP. For a game that's sandbox Rockstar should have considered players' out of the box thinking for the missions.

There's a navy battle mission in Odyssey that I completed without taking any damage to my ship. I just swam out dolo killed everyone on five decks Black Sail's Charles Vane style and then I called the Adrestia to sink the ships. Awesome.
 

Border

Banned
Oct 25, 2017
14,859
But i digress, RDR2 missions are more tightly designed because thats the way R* has been designing since GTA3 if im remembering right, it allows a better control of the story when it is as expansive and long as in R* games would be my guess.
The PS2-era GTA games were far more loose with rules. You could orchestrate a traffic jam and then toss a grenade under a target's car and insta-win what was supposed to be a chase sequence. Nowadays that can't happen because your target will just barrel through traffic like a runaway freight train, and their car will be mostly invulnerable.
 

saenima

Banned
Oct 25, 2017
11,892
and I don't see those games treating us like their fucking employees.

Lol

I agree with you regarding Rockstar games. It's not even a new criticism. San Andreas got flack for it back in the day. They feel like theme park rides at times. Which is alright btw, just not really my thing only because the ride itself isn't all that interesting to begin with.
 
OP
OP
Blade Wolf

Blade Wolf

Banned
Oct 27, 2017
9,512
Taiwan
It wasn't the failstates that bothered me so much as it was the cheesy on-rails scripting.....in a car chase you'll never be able to catch up to someone, you can't ram their car off a bridge or into a wall. You're forced to drive to the pre-scripted mission endpoint, and then your target magically becomes vulnerable. They created a systemic open world, and then get salty when people use the systems to their advantage.

Yep, it's all just a stage play.
 

Boy

Member
Apr 24, 2018
4,566
This wasn't always the case. I remember in Gta3 , vice city and san andreas you were able to accomplish missions in different ways. I guess they just started making the missions more linear to cater to the more casual players since they blew up big time in popularity.
 

MillionIII

Banned
Sep 11, 2018
6,816
If the game tell you to hunt a specific amount of bison and you fail to do so then that's your fault, honestly you can only fail those missions if you go out of your way to do so.
 

Kaswa101

Member
Oct 28, 2017
17,748
Yeah I mostly agree with OP. The missions were way too restricted and got super repetitive.
 
Oct 27, 2017
39,148
Tbh this feels more like a case of being bad at the game. But i digress, RDR2 missions are more tightly designed because thats the way R* has been designing since GTA3 if im remembering right, it allows a better control of the story when it is as expansive and long as in R* games would be my guess. They have been making a few changes tho like the heist missions since GTAV. The thing is: player freedom comes more from open world activities in R* games while missions are more controlled.
No man that isn't how it was back then. GTA3 in particular had none of these failstates about Claude going away from the mission area or CJ leaving big smoke to chase the train and kill them himself.

You never used to fail just for doing something differently as long as you complete the mission. No matter how stupid it was. As long as your partners don't die or the target escapes.

GTA3 in particular was one of the most open games in terms of missions. You could do a lot of missions your way.
 

Border

Banned
Oct 25, 2017
14,859
I remember there was a chase sequence early-on in GTA4 where your target's car swerves in front of a 16-wheeler truck hauling lumber, and the truck jackknifes and sends giant timber logs sprawling across the highway and you have to narrowly avoid them.

I thought that was just such a cool random occurence that I posted about it on the previous forum and everybody was like, "Yeah, that happens every single time you play the mission." That was the first time I felt the illusion really got broken.
 

JCHandsom

Avenger
Nov 3, 2017
4,218
You really missed the point of that Charles mission if you're upset you couldn't kill too many bison.

Yeah, and following on the point this quote introduces, I think dismissing "stage play" game design as a rejection of player agency is not properly considering that a player's agency is only one form of design intent and player/avatar relationship. That is to say, for 95% of RDR1 and 2 I was playing the role of John/Arthur; I wasn't telling Arthur what to do the same way that, say, I would "tell" Mario where to jump and what collectibles to go after, and I wasn't myself, in the world of RDR, who was Arthur/John in name only, the way I would be in Mass Effect, I was consciously trying to understand and act like Arthur would act in any given situation. I approach a lot of games from this perspective, trying to play in a way that matches the kind of person that character is, so it didn't bother me as much when I hit a failure state, I just needed to do another "take." I suppose you could coin it as "method gaming."

Granted the issue of having a good/bad Arthur path does muddle things, considering having a choice in what kind of person Arthur is does lean towards player agency in a potentially, frustratingly tantalizing way, but outside of that initial good/bad choice I was happy to play the role of a morally conflicted cowboy with a heart of gold.

Does anybody really like this style of mission design though? "Oh yeah, I really enjoy entering a fail state and having to restart every time I do something the designers didn't expect or didn't want me to do. I love how the freeform and systemic nature of the open-world totally conflicts and clashes with the strict rules of instanced missions."

I think it would be closer to say that some people tolerate these quirks, and others don't.

To go along with what I said above I do this on my own all the time, like oftentimes I'll reset an encounter on my own over and over until I'm satisfied with my performance in the level/encounter. I absolutely HATE barely scraping through an encounter or succeeding after fumbling over myself over and over haha
 
Last edited:
Oct 27, 2017
39,148
I'm with OP. For a game that's sandbox Rockstar should have considered players' out of the box thinking for the missions.

There's a navy battle mission in Odyssey that I completed without taking any damage to my ship. I just swam out dolo killed everyone on five decks Black Sail's Charles Vane style and then I called the Adrestia to sink the ships. Awesome.
That's awesone haha.

Makes me want another Black Flag with the same formula as Odyssey. I would role play Charles Vane so hard!
 

c0Zm1c

Member
Oct 25, 2017
3,206
I also really hate forced fail states in open world sandbox games, it's both contradicting and annoying, but framing it in this way (targeting RDR2) is sadly just going to make any discussion about it difficult. A better approach would have been to just champion what games like AC: Origins do well and leave it at that.
 

Deleted member 23046

Account closed at user request
Banned
Oct 28, 2017
6,876
It's not only that the RDR2 mission design feels strangely archaic, but what gives the huge amount of accidental fun in GTA is absent.
 

FatherEarth

Member
Oct 27, 2017
22
I feel that I've had lots of freedom in RDR2. There have been missions where I've been sent to handle a situation. The assumption most would have is to talk, see how the conversation goes, and try to resolve the problem. I've accidentally killed people instead and the game even gives dialog for that case, something almost no game does.

The missions in RDR2 are designed to be pretty easy to follow for accessibility, so that anyone can play. The missions are also designed with certain story goals and are pretty simple. I haven't encountered any mission where I deviated from the goals and felt like like I had no freedom.

More examples would be helpful. As well as, for fairness, examples from Assassin's Creed, and other games, that possibly contradict your point.
 

Firefly

Member
Jul 10, 2018
8,634
What a load of the most rank horseshit. Where to even begin with this drek? Games don't have to be one thing, there isn't a singular ideal platonic form for video games. The idea that there is comes only from a position of willful ignorance. Games can be all sorts of different things that explore all sorts of different avenues of utilizing the medium.
"There are no bad games, just the ones you don't like".
 

giapel

Member
Oct 28, 2017
4,600
As always, the tone of the OP set people on the defensive leading to hilariously bad arguments. Not all games have to be the same? Really? It's not a stretch to expect that an open world game should have open dynamic missions. Beyond that, it doesn't make Rockstar games bad as such but they're not the best they could have been. I think too much is lost in trying to capture the cinematic feel.
 

matrix-cat

Member
Oct 27, 2017
10,284
Rockstar only started doing this 100% locked down, rigidly-scripted mission design with GTA IV. The PS2 GTA games offered a wonderful level of freedom in how you completed the missions. They had scripted ones, to be sure, but plenty of the missions simply gave you an objective and left the method entirely up to you. Killing the Mafia Don in GTA 3, for example: the game tells you that he's going to leave his club and be driven back to his mansion on the other side of the city, and your only objective is to kill him. You can wait on a rooftop with a sniper rifle, create a traffic jam, go in guns blazing, get into a car chase; hell I'm pretty sure you could actually steal his car, have a bomb installed in it, then drive it back before he notices.

Then GTA IV came around and mission design took a nose dive. Everything was just a shootout in a warehouse, or an entirely scripted car chase where the guy you're chasing is literally invincible and uncatchable until you dodge all the garbage trucks reversing out of alleys and sudden traffic jams. GTA IV's car chases only end when the AI driver actually slows down and allows you to catch him.

And RDR2 is a game where you basically have to stare at the white text at the bottom of the screen at all times, because any deviation from the steps laid out for you leads to an instant game over. I literally failed the final mission of the final epilogue because I didn't do exactly what the game wanted me to. Usually you expect a certain amount of handholding before the game sets you loose, but RDR2 never sets you loose; it's like a 60 hour tutorial.