Mod74 wrote:Is this where I quote you saying they're not just tech demos and write 'so what?' underneath? They're more than tech demos and less than games. You're the one that took issue with my label.So what?I wouldn't say they were games either.Tech demos that have strong storytelling and emotional engagement are not tech demos.
I think as long as games are trying to tell stories in traditional ways then yes. But there are ways of telling stories through gameplay and world building, and there are some decent examples already, so hopefully more of that will happen. Emotional engagement can go along with that too.Mod74 wrote:Is this it then? Strong storytelling or emotional engagement are going to be the preserve titles that are little more than animated story books or tech demos?
This.regmcfly wrote:If Day of The Tentacle topped the 1994 GOTY discussion, would we have been having this debate back then? Because that's what TWD is, just with simpler puzzles.
Matt_82 wrote:Are being able to influence and branch the story really 'gamey' things though? Â Many devs claim their games to be branching but you always end up doing the same thing but with punching/cuddling someone at the end of the mission/game, depending on whether you chose the good side or the bad. I would say the 'gamey' thing was presenting the illusion of choice. I agree that TWD would have benefited from more repercussions but is it really any different to any other game in that regard? Â '
Mod74 wrote:What I would have liked, and what would have pushed it higher for me, were multiple endings and interactions that had meaningful differences. I don't mean two dozen endings taking account of every minor decision. But three or even two variations. Give me some motivation to go back and make different decisions to produce different endings. Isn't replayability one of the things that marks something as a 'game' and getting the same ending regardless something that pushes it more towards interactive fiction? Ignoring the ending I'd have liked if some of the interactions could have provided different results. Let's say I fail the motel raid. We might have had to make a run for it without the motorhome. Instead you get a fail screen and are told to do it again till you get it right. Pretty much every player controlled physical interaction goes that way. You fail and do it again till you don't fail. The major major decision that decides your entire fate is completely taken out of your hands. That left a very bitter taste for me. Hell, even some proper puzzles could have helped push it towards something more 'gamey'. There were some examples (like the drug store TV section or the farm generator) but they were very few and far between and seemed to dry up completely by 4 and 5.Matt_82 wrote:Are being able to influence and branch the story really 'gamey' things though? Â Many devs claim their games to be branching but you always end up doing the same thing but with punching/cuddling someone at the end of the mission/game, depending on whether you chose the good side or the bad. I would say the 'gamey' thing was presenting the illusion of choice. I agree that TWD would have benefited from more repercussions but is it really any different to any other game in that regard? Â '
Mod74 wrote:Multiple endings and interactions that had meaningful differences. I don't mean two dozen endings taking account of every minor decision. But three or even two variations. Give me some motivation to go back and make different decisions to produce different endings. Isn't replayability one of the things that marks something as a 'game' and getting the same ending regardless something that pushes it more towards interactive fiction? Ignoring the ending I'd have liked if some of the interactions could have provided different results. Let's say I fail the motel raid. We might have had to make a run for it without the motorhome. Instead you get a fail screen and are told to do it again till you get it right. Pretty much every player controlled physical interaction goes that way. You fail and do it again till you don't fail. The major major decision that decides your entire fate is completely taken out of your hands. That left a very bitter taste for me. Hell, even some proper puzzles could have helped push it towards something more 'gamey'. There were some examples (like the drug store TV section or the farm generator) but they were very few and far between and seemed to dry up completely by 4 and 5.
RasDam wrote:I'm pretty sure I've read/heard similar complaints about games that no one on here would argue wasn't a game.
WorKid wrote:I'm downloading Fez now.
Anybody know how good/bad it is?JMW wrote:iPad seems the ideal version, for all that tap tap nonsense.
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