alabtrosMyster
Member
It's mostly levels with a hub world, I would not put it directly aside the ubisoft like games.GOW isn't linear though
It's mostly levels with a hub world, I would not put it directly aside the ubisoft like games.GOW isn't linear though
Yes cause there's nothing in between linear and Ubisoft open worldsIt's mostly levels with a hub world, I would not put it directly aside the ubisoft like games.
Developers stuck on using forced walking and "squeeze through" methods need to reevaluate their game design. That shit is annoying to the player and should be discarded. Full stop.
I am talking about how GOW is a seperate case because even the more linear games like dead space can benefit so much from not having crawling space for loading screen and dead space doesn't even need to give excuse for crawling space.GOW isn't linear though
This is one of this issues that really shows the immaturity of some gamers.
Developers: “We fundamentally NEED to use this technique occasionally, as the flow of the level would just fall apart without it. The game would simply break.”
Whiny Gamer: “Yeah, but it’s annoying. I don’t like it, just stop putting them in.”
Developers: “Yeah we get that, but like I told you…”
Whiny Gamer: “Nope, I don’t like it.”
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I don't know anything about game design. Neither do you.
Because the design of those particular games didn’t call for it? Not all games necessarily need them, but that doesn’t make them “better games” imo.*bad developers
how come there are games of similar genres that come by without this shit? because they have better level and gamedesigners, that's why.
Yeah the 2018 GOTY and its sequelBut you do know what feels good to play, don't you?
But you do know what feels good to play, don't you?
Sure, but I don't get hung up on little shit like this. Next time I squeeze through a crack in a video game I'm going to giggle myself silly at all the folks losing their shit over having to push the thumbstick forward for a matter of seconds.
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PS4 Pro holding Xbox One X back, hence the 30fps on Destiny 2.Whats going on here? Xbox series S holding sony 1st party back still?
So I read this as the squeeze is to prevent the player from going backwards, and the loading begins after the squeeze not during. I mean same shit right?
Explain how that's bad designIts all excuses. If they didn't want players to go back - there are numerous ways they can do such a thing rather than rely on the same tired tactic. Same with preventing players from leaving an area before a fire fight is finished or combat encounter is ended.
Just bad design.
Who are you to dictate what devs should or shouldn’t do? It doesn’t break immersion at allI too am surprised that gamedesign is actually discussed in a forum of photo mode whores...
but that is a good change for once as these things are annoying and kill immersion by making you hold forward for multiple seconds while what's essentially a really boring cutscene plays in front of you for often no good reason whatsoever
Not him but I honestly prefer zones separated by loading screens. I hate when devs assume I'm too stupid to notice their overused tricks to maintain cinematic immersion. No surprise the biggest culprits are those making the immersive on-rails games. I'm not sure if this is also due to loading but every climbing scene that is me literally just holding forward while writers drop exposition annoys me too. We didn't have this problem before 7th gen.Who are you to dictate what devs should or shouldn’t do? It doesn’t break immersion at all
We didn't have tricks to hide loading before 7th gen consoles?We didn't have this problem before 7th gen.
Yeah the 2018 GOTY and its sequel
Tricks were there but more traditional loading screens were used. But then came an obsession to get rid of loadings and replace them with immersion-keeping tight spots.We didn't have tricks to hide loading before 7th gen consoles?
Are you sure about that?
The irony is that many of the same people moaning about God of War being a PS4 game will tell you Elden Ring is their favorite game of the year.On a side note... I am starting to see less complaints about it recently, now that it wasn't just a certain first party utilizing it, and 3rd party games that some use to fill in first party draught have them as well, and zero critical outrage by some of those same cynics.
I remember when the iconic Resident Evil door opening loading screens were groundbreaking.We didn't have tricks to hide loading before 7th gen consoles?
Are you sure about that?
Explain how that's bad design
Developers stuck on using forced walking and "squeeze through" methods need to reevaluate their game design. That shit is annoying to the player and should be discarded. Full stop.
Amen, close the thread. I listed this as one of the overused game design mechanics in this thread.
I'm so sick and tired of overly scripted, cinematic experiences. I want games to be interactive experiences.
There’s other ways of preventing back travel no? E.g in Lost Legacy a huge door closes behind you when you move from the first open area.
Also they could do like rubble from a collapsing structure?
Not buying that they can only prevent back tracking with the squeezey spaces.
Howling with laughter here.Its all excuses. If they didn't want players to go back - there are numerous ways they can do such a thing rather than rely on the same tired tactic. Same with preventing players from leaving an area before a fire fight is finished or combat encounter is ended.
Just bad design.
?Howling with laughter here.
Always makes me laugh when randomers on the internet think they know better than the developers with shelves full of GOTY, technical achievement awards, game design awards and level design awards.
NaughtyDog may as well be the poster boy for these bad design choices.
We didn't have this problem before 7th gen.
The actual "squeeze through a cave" trick is, I agree, overused and annoying and essentially devoid of gameplay or narrative/mood purpose, and developers should do anything but this tired gag if they can help it. Put a ladder down into a cavern and have a quick underground fight if you have to hide the stitch between two big level sections.
But we've had these tricks of stalled progression or windy corridors or unlocking doors or elevators or squeezing through caves since "seamless" gameplay came into fashion with titles such as Legacy of Kain. And faster loading only solves part of the reason why those exist.
What I hate about these squeeze through sections is that we're forced to hold controls like we're really moving our character forward while we have no real control. Just make it we press a button and it happens. It irks me a lot.