Games which have proved popular in the past with solid gameplay and complex mechanics and gameplay systems, have been ruined this gen in an attempt to make those games appeal to some "broad" homogenised consumerbase, who in reality doesn't exist.
They certainly exist, otherwise those games wouldn't sell that well.
If you believe that these factors:
- the conditions under which the game is made - climate in which it is developed in, target audience, the budget and even region of the world of the team making it
- the developer and the publisher behind it (I've seen people say "who cares who's developing, it's just some [franchise name]") The IPs are not as important as the studio behind them. It's funny to see people on forums get excited over IPs being resurrected by new studios.
- the hardware and the controls it is designed around
don't have an impact on the final quality of the game, I want to live in your fantasy land. I really do.
Console FPSes have had unlockables going back to the N64.
They don't function in the same way. The purpose of the mechanical (the ones which aren't purely cosmetical, i.e. the ones which don't leave a mechanical impact in the game world) unlocks (weapons, perks, killstreaks and other shit) is to level the playing field/skill surve by rewarding the player for the least ammount of invested effort. The goal is to make the players believe they're achieving something with the least ammount of work possible, by giving them objectives to pursue that are achievable solely by investing time, when really all that has changed is numbers on the screen. It is an artifical growth curve with an intent of making the players who aren't good at developing their abilities in any tangible feel the sense of improvement. Compare them to the organically developed ones with no traceable degree of progress other than raw results. It seems that people who don't like unbalanced bar-filling treadmills are becoming a depressingly small group, unfortunately. Along with Achievments and GamerScores it is a videogame form of operant conditioning. They present a lucrative opportunity for companies to apply psychological discoveries on willing test subjects known as the paying customers. Given the popularity of GamerCards in online communities, it seems that it's what the majority of today's gamers want.
I'm not sure what to make of the controllers we have today, do we really need all those buttons ?Is someone thinking that having a lot of buttons which are only useful in limited circumstances equals offering any useful freedom or gameplay ?
A more complicated controller doesn't automatically insure that a game will be more complex and allow more freedom in the design, but it certainly makes that task
much easier.
I'm pretty sure that a game like MadWorld would be much better (and not suck so much) if Platinum didn't have to design their game around the Wii controller. I'm also certain that the average length of the list of actions you are called upon to grasp at any given time in an FPS has shrunk. In the case of multiplatform development, the gamepad's limitations are obviously going to pop up during the game's design phase.
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Complex concepts require complex controls. For example Homeworld, Freespace 2, Tekki/Steel Battalion.
Whenever developer talks about increasing accesibility/streamlining, it always ends up with dumbing down and simplification across the board. Not just trimming the fat (clearly useless or inefficient options that add nothing to the game) which what streamlining should ideally ammount to. Steamlining menus in an action game is fine, but if you want to make the combat more accessible then you are going to remove some of the complexity and sucking out the enjoyment/fun. It's more complex in strategy games; making the menus more accessible is also fine, but the problem is the menus and strategy are intrinsically tied. I really dislike when developers believe they can make the game more accessible without changing its core. They goal is always to make the player spend less effort on something
It just sounds like it's a wrong emphasis, when is reloading (a weapon) really strategic in a game ? Is it worth having it if it's just a routine/reflex action .
In Red Orchestra games reloading while you still have bullets left equals lost bullets.
Neotokyo, HL2 mod, has a similar use.