Tkumpathenurple
Veteran
Haha I've not found out to be bad in that regard. But there is too much non-gameplay-gameplay.
For example, in a recent mission, I had to scout an area out. It's something like the fifth time I've done so. Each time it's the same and there's a little bit of dialogue about whatever item/area/character I've looked at. It's interactive, but it might as well not be. It's arguably gameplay, but this mechanic wouldn't hold up a game of its own.
There are a few too many instances like this, in which something - anything - is inserted into the flow of a mission to break up the fact that this game is pretty much "plan your ambush and then fight."
And it's very good at those two core mechanics, but it's becoming increasingly clear that they pose a problem for building a several tens of hours game around them.
Ultimately, riding around and picking fights is still great fun. It hasn't grown old at all. But it's yet another AAA game that's too bloody long. Storylines are stretched to the point of lacking impact. Non-gameplay-gameplay mechanics that would've been fine as one-offs are used to the extent that their flaws become apparent. New enemy types begin to feel rote. Everything gets diluted.
I'd much rather have a succinctly told story and then be free to scurry around an open world slashing fools.
Maybe I'm wrong, maybe chunks of mechanics are yet to unlock and blow my mind. Or maybe AAA games are wildly bloated because they have to appeal to the widest possible audience. Which requires content, which costs money. Which makes the project so expensive that it has to cater to the widest possible audience. Which requires content, which costs money. Ad infinitum.
For example, in a recent mission, I had to scout an area out. It's something like the fifth time I've done so. Each time it's the same and there's a little bit of dialogue about whatever item/area/character I've looked at. It's interactive, but it might as well not be. It's arguably gameplay, but this mechanic wouldn't hold up a game of its own.
There are a few too many instances like this, in which something - anything - is inserted into the flow of a mission to break up the fact that this game is pretty much "plan your ambush and then fight."
And it's very good at those two core mechanics, but it's becoming increasingly clear that they pose a problem for building a several tens of hours game around them.
Ultimately, riding around and picking fights is still great fun. It hasn't grown old at all. But it's yet another AAA game that's too bloody long. Storylines are stretched to the point of lacking impact. Non-gameplay-gameplay mechanics that would've been fine as one-offs are used to the extent that their flaws become apparent. New enemy types begin to feel rote. Everything gets diluted.
I'd much rather have a succinctly told story and then be free to scurry around an open world slashing fools.
Maybe I'm wrong, maybe chunks of mechanics are yet to unlock and blow my mind. Or maybe AAA games are wildly bloated because they have to appeal to the widest possible audience. Which requires content, which costs money. Which makes the project so expensive that it has to cater to the widest possible audience. Which requires content, which costs money. Ad infinitum.