- Oct 31, 2019
- 1
- 0
It's a thing that's been on my mind for a while now. Do you care about mechanics? Do they bother you? Do they actually add something or just waste time?
Of course I'm not talking about shooters, action RPG, things like that. But rather, say, Visual Novels.
For example, a relatively popular game called "VA-11 Hall-A" has you playing as a bartender. It's almost entirely story-driven, you sit there listening to character stories, get to know them better, learnin about the world etc., however there is also a cocktail making mechanic. Personally, I think it's completely unnecessary. You are not required to guess what a character would like based on their traits, mood or something, you are not required to remember their tastes, you literally only need to read their order, look up the recipe and mix it. There is no timer, there is literally no way to fail it. Is it really adding anything to the value of the game? In my opinion, it's just there to waste time. It would be quite enough to just say "you served them drink X", without making you mix it personally and it wouldn't change a thing.
Or let's say, Danganronpa (or to a lesser extent Zero Escape). Huge "detective" franchises. But treat their player like a moron. You can't collect clues or inspect out of order, you can't give wrong answers during trials (you can, but it just reloads you to the beginning of it if you fail), it constantly reminds you of important things you've learned 5 minutes ago... so does the fact that you can walk around in 3D(ish) environment actually add anything? Would just having a minimap or a linear progression really take anything away from this game? OK, you can go to a room where nothing happens yet. But you can't inspect it, collect clues there or do anything the game doesn't want you to, so why bother in the first place?
On the eroge front I can think of a lot of examples, but let's say, from the top of my head, a game called "Just Deserts". It's your average visual novel with some dating sim elements that has you buying gifts and giving them to right girls. And that by itself doesn't bother me much. A dating sim is a dating sim. Whatever. But it also has a super generic combat system where you fight some unimaginative enemies (literally flying cubes and spheres) with either a normal attack or using some item. Basically your average JRPG combat minus skills. Like, any skills. At all. Just basic attack and items. Why? Just... why?
So... what are your thoughts? Do mechanics in story-driven games actually add anything to your experience? Or are you like me and think they are highly unnecessary?
Of course I'm not talking about shooters, action RPG, things like that. But rather, say, Visual Novels.
For example, a relatively popular game called "VA-11 Hall-A" has you playing as a bartender. It's almost entirely story-driven, you sit there listening to character stories, get to know them better, learnin about the world etc., however there is also a cocktail making mechanic. Personally, I think it's completely unnecessary. You are not required to guess what a character would like based on their traits, mood or something, you are not required to remember their tastes, you literally only need to read their order, look up the recipe and mix it. There is no timer, there is literally no way to fail it. Is it really adding anything to the value of the game? In my opinion, it's just there to waste time. It would be quite enough to just say "you served them drink X", without making you mix it personally and it wouldn't change a thing.
Or let's say, Danganronpa (or to a lesser extent Zero Escape). Huge "detective" franchises. But treat their player like a moron. You can't collect clues or inspect out of order, you can't give wrong answers during trials (you can, but it just reloads you to the beginning of it if you fail), it constantly reminds you of important things you've learned 5 minutes ago... so does the fact that you can walk around in 3D(ish) environment actually add anything? Would just having a minimap or a linear progression really take anything away from this game? OK, you can go to a room where nothing happens yet. But you can't inspect it, collect clues there or do anything the game doesn't want you to, so why bother in the first place?
On the eroge front I can think of a lot of examples, but let's say, from the top of my head, a game called "Just Deserts". It's your average visual novel with some dating sim elements that has you buying gifts and giving them to right girls. And that by itself doesn't bother me much. A dating sim is a dating sim. Whatever. But it also has a super generic combat system where you fight some unimaginative enemies (literally flying cubes and spheres) with either a normal attack or using some item. Basically your average JRPG combat minus skills. Like, any skills. At all. Just basic attack and items. Why? Just... why?
So... what are your thoughts? Do mechanics in story-driven games actually add anything to your experience? Or are you like me and think they are highly unnecessary?