can we get a bulletpoint summary for those of us who cannot watch videos at work
No. You should demand your employer to let you watch important videos such as this.
can we get a bulletpoint summary for those of us who cannot watch videos at work
"living breathing world" I guess
This is simply not true for most of the missions though..TLOU is linear and I would argue told a far more intimate well acted story than RDR2 but the missions never felt jarring like RDR2. In TLOU what I did and what the game wanted me to do were always in perfect sync because ND did not create new rules on the fly. So for example when I shoot a guy in a mission in TLOU he stays shot. In RDR when it asks me to take a guy down and I shoot him he may or may not be shot depending on the situation of the mission.
The problem with Rockstar's games in embracing this middle of the road approach is their set pieces feel like a poor man's Uncharted or TLOU and their open world systemic elements feel like a poor man's AC or BOTW. All of this mediocrity is covered by great visuals and decent voice acting ( I would not even say its the best in the genre ). There is no story reason to cause mission failures for flanking the enemy and going a few meters away from the NPC . It is just poor mission design.
Or maybe you need to realize that just b/c a game sells really well doesn't mean there is nothing wrong with it. I guess COD is the most amazing thing ever since it's like the best selling game every year. And everyone knows that Rockstar games are always overrated so don't even bring the accolades into this. That's why every game they put out gets beat by other games that play better for GOTY.Lol yeah they are so obviously trash at it.
None of their accolades or sales mean anything...truly they are so far behind everything else.
People need to start separating their opinions from reality.
You can downplay and simplify every single game like this.You should go back and play GTA3/VC/SA, the mission structure is the same now as it was back then.
Go to point A
Step into glowing circle to start mission
Watch cutscene
Go to to point b with buddy while they monologue
Plan goes tits up, kill everyone
Drive buddy back home
It has not changed in almost 20 years.
Edit: He literally days the same thing I just did 2 minutes in. RIP.
I find it really difficult to trust 95% of reviewers after this farce. They seem incapable of critical thinking. From the ones I read, only Eurogamer game out If this with any dignity.
Yep. Looks like a game from the future, plays like a game from the past.
What do you mean after this? GTA4 was 10 years ago with a higher MC and that game is even less deserving of it than RDR 2 if you ask me.
Giving it more thought, I can't even think of a modern open world game that is as commited to telling a narrative as vast as RDR 2. There used to be similiar games, like Mafia 1-2, but even that series decided to embrace the more "freeform" approach to its game design, replacing carefully scripted cinematic missions with a checklist of open world activities.
I cant emphasize how much I dislike the proposal of the video that rockstar should "commit" to either full linearity or embracing the open world in its mission design. They need to alleviate some of the issues with the strict fail states and allow a bit more player agency in critical moments, but the formula should stay as is, because they can actually tell a fucking incredible story which you can actually mainline without any of the open world fluff, but also for those who like messing around with the sandbox, there's tons of activities, random encounters and interactions.
Giving it more thought, I can't even think of a modern open world game that is as commited to telling a narrative as vast as RDR 2. There used to be similiar games, like Mafia 1-2, but even that series decided to embrace the more "freeform" approach to its game design, replacing carefully scripted cinematic missions with a checklist of open world activities.
I cant emphasize how much I dislike the proposal of the video that rockstar should "commit" to either full linearity or embracing the open world in its mission design. They need to alleviate some of the issues with the strict fail states and allow a bit more player agency in critical moments, but the formula should stay as is, because they can actually tell a fucking incredible story which you can actually mainline without any of the open world fluff, but also for those who like messing around with the sandbox, there's tons of activities, random encounters and interactions.
Again there's linearity and then there's Rockstar's version of it. I agree that in order for them to achieve a certain level of story telling they do need to restrict people to an extent but there's definitely room for a better balance between strict step by step gameplay and player agency.
Outdated is becoming a new way to say "not what I wanted" apparently.
Yup.
"Catch this guy over there"
"Not with your Lasso though lol"
Mission failed.
Giving it more thought, I can't even think of a modern open world game that is as commited to telling a narrative as vast as RDR 2. There used to be similiar games, like Mafia 1-2, but even that series decided to embrace the more "freeform" approach to its game design, replacing carefully scripted cinematic missions with a checklist of open world activities.
I cant emphasize how much I dislike the proposal of the video that rockstar should "commit" to either full linearity or embracing the open world in its mission design. They need to alleviate some of the issues with the strict fail states and allow a bit more player agency in critical moments, but the formula should stay as is, because they can actually tell a fucking incredible story which you can actually mainline without any of the open world fluff, but also for those who like messing around with the sandbox, there's tons of activities, random encounters and interactions.
Absolutely not.
R* seem to think they make games in a vacuum and the world just stops turning until their next game comes out.
Truth is the medium has move forward quite a bit since GTA V came out half a decade ago and R* have not caught up to that.
RDR2 plays like a very old game while looking like a game from the future.
The Witcher does and the it's even a branching narrative. It also gives you multiple options for how to tackle a lot of the missions.
.
Outdated is becoming a new way to say "not what I wanted" apparently.
It can also be a way to say "I have played something similar back in 2010."
Again there's linearity and then there's Rockstar's version of it. I agree that in order for them to achieve a certain level of story telling they do need to restrict people to an extent but there's definitely room for a better balance between strict step by step gameplay and player agency.
This doesn't mean anything though. You're viewing design philosophies as design improvements and there's no real reason to see it that way other than personal preference.
And that's bad because?
Not every game need to be revolutionary to be good. The Witcher 3 gameplay loop is heavily rooted in that time period as well. It does nothing really new, but everything the game attempts to do is done well. You can say the same thing with any number of games and sequels.
Sure but none of those other games are sitting at 97 MC with every second review staying it's 10/10 either. Even TW3 is in the lower 90s precisely because reviews docked it points for average combat/mission design.
They do, but on the positive side it's amazing when games are bringing us all together :D"living breathing world" I guess
Reviewers eat up detailed but vapid games
First videi i watched from this guy and im going to subscribe to his channel.
Absolutely not.
R* seem to think they make games in a vacuum and the world just stops turning until their next game comes out.
Truth is the medium has move forward quite a bit since GTA V came out half a decade ago and R* have not caught up to that.
RDR2 plays like a very old game while looking like a game from the future.
That's because he doesn't want outdated and bad mission design.
And that's bad because?
Not every game need to be revolutionary to be good. The Witcher 3 gameplay loop is heavily rooted in that time period as well. It does nothing really new, but everything the game attempts to do is done well. You can say the same thing with any number of games and sequels.
The game is restrictive it doesn't mean it is outdated. That implies "all" games should fit a specific criteria and its horrible if you don't like it. This especially rings true if you are pointing to another game/franchise as an example of how it works better. What you are actually doing is treating a preference/opinion as if it is fact. The best way to tell a specific story is to put restrictions on open experiences. I understand why but then I agree with most that Rockstar went a bit far in that regard.
I do agree they should ease up on fail states and have a sneaky suspicion all the slowdown and clunkiness we experienced in single player was to either to provide uniform experience in multiplayer or that the single player game is actually locked into the constraints of the multiplayer code because pf prioritization and they didn't have a choice.
That's exactly what I meant.
Different games try to do different things and one philosophy is not inherently better than the other. BOTW game design would be awful if you wanted to make a really fleshed out story. You could see how that would've worked if you look at AC: Odyssey. The story felt disjointed and not really fleshed out because of its design choices.
I think you should watch the video this thread is about.
This is not about "philosophy".
He's clearly talking about the restrictiveness of R* level design compared to a more freeform type of level design.
Restrictiveness in order to get the player through a particular action against allowing the player to solve an issue in his own way are opposite design philosophy.