I think several Nintendo games already utilize it, like NSMB.
I think several Nintendo games already utilize it, like NSMB.
Mario Galaxy 2 allows you to have an auto play mode for levels you get stuck on, and you can interrupt them at any time to take over. I used them on the 'race down a pipe/river' section that every 3D Mario has. You get a 'fake' star for these levels.
This.If they're skipping specific parts of the content, the problem is that content, not having or not an autopilot.
Is it better that I will never play through Undertale because I burned through all the health items because the bullet hell was too much? I won't get the play any more of Undertale's story because I can't dodge fast enough. Do you think undertale's story and world is too poor to withstand a player making progress with fewer hurdles?Some games can have "auto-pilot", hell, some games do already, but there's no need for every game to follow the same standards. For some designers, the challenge the player is going through is part of the art form. For some designers, wasting the players time is itself part of the point. The secret boss in Undertale has a fairly lengthy pre-fight speech, precisely because he's going to take a ton of tries to beat. So they play with that lengthy speech. I know that seems more like the unskippable cutscene part, but it does interact with the gameplay too, and it's outright proof that yeah, skipping content can be bad (at least, bad in the sense of being counter to the intention of the game), and so designers should be allowed to control what the player can and cannot skip.
Games should do whatever the designer feels is best for the game, as with all art forms.
Some games can have "auto-pilot", hell, some games do already, but there's no need for every game to follow the same standards. For some designers, the challenge the player is going through is part of the art form. For some designers, wasting the players time is itself part of the point. The secret boss in Undertale has a fairly lengthy pre-fight speech, precisely because he's going to take a ton of tries to beat. So they play with that lengthy speech. I know that seems more like the unskippable cutscene part, but it does interact with the gameplay too, and it's outright proof that yeah, skipping content can be bad (at least, bad in the sense of being counter to the intention of the game), and so designers should be allowed to control what the player can and cannot skip.
Era has this weird thing with wanting every game to be the same that I just don't understand. There is absolutely no universally good game design. Variety is what makes the art form great.
Make a game that gives the player complete control over their experience, make a game that forces the player to adapt to a very specific challenge that not everyone will even be capable of doing, make a game that randomises itself so that every player experiences something unique, but so long as what you're making has purpose and meaning then you aren't making it wrong.
However, some sections of games are simply protracted and would be better reducing in time dramatically. I'd rather see a 1 minute cutscene than any of the combat in Naughty Dog games or tomb raider, and I completed all of those.
Imagine if Era made you read every post in full, rather than skimming until there was a good one.
Imagine if every cup of tea required you eat a tasteless biscuit, and the next cup of tea came with a bigger biscuit.
Imagine if every TV show made you pass a quiz to access the next episode, otherwise you have to rewatch the episode.
A lot of the gating in game structure is tiresome legacy of '3 lives and game over'
There are no "limited" health items in Undertale's non-genocide routes. It very specifically gives the player access to an item that essentially means you get infinite money, as well as an easy mode armour set that decreases in price every time you die. To add to that, the game is actually incredibly easy because it's balanced around a level 1 run. If you don't specifically go for that challenge run, buy that armour and fill your inventory with health items from your infinite money, then I'd wager it may well be one of the easiest rpg's ever made. Undertale does pretty much everything it can besides content skipping and invincibility to make the player beat it, because it's importmat that the player at leat sees the neutral ending for the message of the game to even start to make sense.Is it better that I will never play through Undertale because I burned through all the health items because the bullet hell was too much? I won't get the play any more of Undertale's story because I can't dodge fast enough. Do you think undertale's story and world is too poor to withstand a player making progress with fewer hurdles?
Imagine if Era made you read every post in full, rather than skimming until there was a good one.
Imagine if every cup of tea required you eat a tasteless biscuit, and the next cup of tea came with a bigger biscuit.
Imagine if every TV show made you pass a quiz to access the next episode, otherwise you have to rewatch the episode.
A lot of the gating in game structure is tiresome legacy of '3 lives and game over'
Imagine if you approached your own thread seriously.Imagine if Era made you read every post in full, rather than skimming until there was a good one.
Imagine if every cup of tea required you eat a tasteless biscuit, and the next cup of tea came with a bigger biscuit.
Imagine if every TV show made you pass a quiz to access the next episode, otherwise you have to rewatch the episode.
A lot of the gating in game structure is tiresome legacy of '3 lives and game over'
So many games are now much more than a skill test, but even with older games you would see strange driving or boss or puzzle sections that are simply miserable for some players.
But that's just Doom and Doom 2. We do in fact need more of that.If most shooters were just 100% room after room of shooting and no other type of gameplay, no quiet sections, no slower paced sections, then the game would probably be the worse for it
Somewhat, but I do think striving for improved UX with entertainment requires a little absurdity.
But that's just Doom and Doom 2. We do in fact need more of that.
Those analogies don't really work at all. This only really applies in the same framework of games.Imagine if Era made you read every post in full, rather than skimming until there was a good one.
Imagine if every cup of tea required you eat a tasteless biscuit, and the next cup of tea came with a bigger biscuit.
Imagine if every TV show made you pass a quiz to access the next episode, otherwise you have to rewatch the episode.
A lot of the gating in game structure is tiresome legacy of '3 lives and game over'
At first I was like, skipping gameplay? No!
I have no problem with the genre evolving and trying new things. I like HL. I am just sad that the Doom style arcade shooter is pretty dead and not even Doom (2016) revived the formula. Thankfully there's always more WADs to play. On to Sigil, I guess.Sure, but if every shooter was exactly like Doom, then things would be boring and the genre wouldn't have evolved
It's fine to like or want more games like Doom, or even just more shooters that put the shooting gameplay first and foremost, but if you ask developers to make games so restrictively then you'll limit the kind of games we get
If you play Half Life but want Doom, so hate all the slower sections, the non shooting sections, the puzzles, the story, then the answer isn't to ask for a skip button to just bounce from shooting section to shooting section, the answer is play another game you'd enjoy more
Doom (2016) also isn't just room after room of shooting. It breaks the shooting sections up with light exploration and platforming. If Doom (2016) was just 10 hours of room after room of wave after wave of enemies, the game wouldn't be as good as it currently is
You like games how they are, but how do you feel about others having the option to play in a way they enjoy?Usually when I don't like a game enough to invest in it or the plateform it is in, I just watch someone play it on Youtube.
I like games how they are. I have mess time to invest in, so I make sure I choose wisely.
Sure, its more than fair enough if you dont like that of course :) Its a subjective thing, so its no right or wrong answer to it. I guess i was also getting at the comment regarding them being pointless filler parts. I dont think they're pointless since they serve a purpose of story telling, and some sections do it to mask loading as well. Maybe it would be technically possible to design a skipping option even if those arent directly cutscenes, although that would clash against their vision of "no camera cuts". But technically it might been achieveable maybe.Yeah, and it's not for me. I barely got through the game once and I was exhausted by the end. I would have enjoyed it a lot more with far less talking/puzzles/filler, but I'm not going to tell people they're wrong if they do like those things. I just accept not everything is for me and don't expect every game to be tailored to my every whim. Furthermore, when games do push back a bit and put me outside of my comfort zone sometimes my point of view and preferences expand based on that. I don't necessarily think every game should just obey your every impulse, because for all that would be gained, a lot more is potentially lost