- Nov 24, 2018
- 1,068
- 5,251
I hear all of the hatred for the checkpoint system in the game, and I'm taking it to heart. I probably won't use this gameplay technique in future games. But, while I hear your feedback, I don't really understand it.
If you're playing an adventure game, and you get to the blue door, you don't get to choose to use the green key on the door. If you do, you fail and need to try something else. The only way through is to find and use the blue key.
If you're playing a puzzle game, you don't get to choose to just not get the pipes aligned to let the water go through. If you do it wrong, you fail and need to keep trying until you get it right.
If you're playing a platformer, you don't get to choose to jump when the spikes are on the ceiling and crawl when they're on the floor. If you do, you fail and need to try again (and again) until you get it right.
If you're playing a shooter, and you get to the boss fight, you don't get to decide to use diplomacy and negotiate your way out. You have to shoot it. And, specifically, you have to shoot it in a specific spot to weaken another spot to expose the spot where if you use the right weapon and hit when it's glowing the right color, you'll do some damage. And if you don't do these things precisely, you fail and need to try again.
In the vast majority of games, "Gameplay" doesn't mean, "I get to do anything I want." Gameplay means, "I can fail, and I need to figure out the right way to proceed." I was a little worried that the feedback would be, "The T&T scenes make it too easy to figure out what to do." I wasn't expecting "Remove the Gameplay altogether."
I would like to understand if the feedback is actually "I want to act differently than you're allowing me to" and not "I don't like that you're making me figure stuff out."
Tlaero
If you're playing an adventure game, and you get to the blue door, you don't get to choose to use the green key on the door. If you do, you fail and need to try something else. The only way through is to find and use the blue key.
If you're playing a puzzle game, you don't get to choose to just not get the pipes aligned to let the water go through. If you do it wrong, you fail and need to keep trying until you get it right.
If you're playing a platformer, you don't get to choose to jump when the spikes are on the ceiling and crawl when they're on the floor. If you do, you fail and need to try again (and again) until you get it right.
If you're playing a shooter, and you get to the boss fight, you don't get to decide to use diplomacy and negotiate your way out. You have to shoot it. And, specifically, you have to shoot it in a specific spot to weaken another spot to expose the spot where if you use the right weapon and hit when it's glowing the right color, you'll do some damage. And if you don't do these things precisely, you fail and need to try again.
In the vast majority of games, "Gameplay" doesn't mean, "I get to do anything I want." Gameplay means, "I can fail, and I need to figure out the right way to proceed." I was a little worried that the feedback would be, "The T&T scenes make it too easy to figure out what to do." I wasn't expecting "Remove the Gameplay altogether."
I would like to understand if the feedback is actually "I want to act differently than you're allowing me to" and not "I don't like that you're making me figure stuff out."
Tlaero