Silent_Buddha
Legend
Silent Buddha I have to say that reading this post has been a revelation for me and a bloody awesome breath of fresh air, that at least one person on the boards i post on finally "gets it" with regards to traditional RPG systems and twitch/skill-based "dudebro" mechanics.
I'm with you all the way brother on every point, and I thank you sincerely for helping me to realise that i'm no longer alone in the gaming universe with my views.
I've been banging on that stuff for quite a while now, and I'm not the only one either. Although granted it's probably banged on about more in the PC forum than the console forum.
They don't hav to be RPGs though. Take a game like Warhawk. You could have a character who's an ordinary soldier with fairly wild aim. You could invest points in aiming to improve the quality of his autoaim. Or you could invest points in something else maybe . Or even have a difficulty slider perhaps so those with awesome skills can do their thing and those without can enjoy the game without needing to learn new skills. Yes, there'll be issues in balancing, and maybe you'd separate those with real skill from the amateurs or something. The underlying point though is that I feel games should be smarter and read that many gamers haven't got perfect control and when the avatar doesn't act as they want it to, it annoys them. Platformers are another good one. I've seen people play LBP and get frustrated with the mechanics. I think it'd be possible to add 'driver aids' to make the control easier.
Nod. I just used RPGs as an example, as that's a personal pet peeve of mine that most so called RPGs aren't really RPGs anymore. But that what most people consider to be an RPG now days is just a FPS/TPS/other action game type with a light veneer of RPG like stuff thrown on.
But you're correct there are many other ways a developer could remove the twitch/reaction/physical skill component from the equation to allow for more casual players to enjoy the games. Difficulty scaling is obviously one method, but IMO a flawed method. As even casual players will feel a bit let down if they feel their enemies are just purposely suiciding on them or that the developers are humoring them. Things that can allow casual players to defeat difficult content (stat based/turn based RPGs for instance) or give them the illusion of greater skill (your example) are a couple ways to tackle this without making the player feel like they are purposely being pandered to.
The problem with that is you then run into lots of resistance from the "traditional" "core" console player who is looking for the next action fix that demands levels of skill beyond many of your typical consumers.
I posted that in this thread. That's the context that you missed.
It would have been nice to see more games use Euphoria this gen other than RDR, GTA4, LA Noir, SWTFU, SWTFU2, but with the increased power of nextgen and a collaboration by Sony and/or MS to handle the licensing & business issues, this could be a reality for more than just a handful of games nextgen.
Sure it's always nice to see good tech implemented. RDR, GTA4, LA Noir, SWTFU, SWTFU2 all had serious drawbacks in other areas that it would have been great to see addressed. But time, hardware, and budget constraints means that every single one of those had significant and glaring compromises and limitations.
That isn't going to change significantly in the next generation. Developers are still going to have to decide between feature X and feature X+1...feature X+1000 whenever they make a game. Whether due to technical limitations of the hardware (which most certainly aren't going away), budgetary limitations (also not going away), or time limitations (again not going away).
The X360/PS3 were a significant bump over the Xbox/PS2, and yet there is no universal set of "features" that are implemented in all or even most of the games. The same will hold true for Xbox/PS next.
Just like I'm hoping for games to adopt tesselation of geometry, real time lighting, better physics, better texture resolution and techniques (POM for example), destructable environments (when it makes sense), natural human motion (when it makes sense), more realistic shadowing, significantly better AA or rendering techniques removing MANY of the rendering artifacts that exist in current gen games, and the list goes on and on and on. I could sit here for the next 2-3 hours typing out the technology and features I'd love to see implemented as graphics differentiators.
But one things remains true through all of that. It will be impossible to implement all of them. So you wanting universal Natural Motion is no more "correct" than me wanting universal terrain and scene tesselation. But the fact is that not all games will want to use or focus on either of those at the expense of technologies they deem crucial or key to the game they are developing.
In other words, just as everyone has been trying to tell you. Natural Motion is something good to strive for, but it is not, and never will be universally better than any other technology that can possibly be implemented because all developement projects will focus on different key technologies that they deem applicable or necessary for their vision of their game. Because as mentioned by me and many others; Technical, monetary, and time limitions are not going away just because the hardware is more capable, or budgets might go up, and there's certainly no way to get more time.
Regards,
SB