[QUOTE=Gmod4ever;51727163]Walking breaks up and pads out the core mechanics. Take Fallout 4 for example. There are mechanics in the game like combat, sneaking around, hacking, and lockpicking. All are mechanics that can be considered "fun mechanics". These mechanics are contained in small regions, let's call them "fun regions". And then there's just walking, lots of walking, to get in between these "fun regions", where there is little to do from a mechanical standpoint.[/QUOTE]
this is funny to me because the fact that everything is so dense and tightly packed together with not enough space between locations was a complaint i had with FO4
something videogames can potentially accomplish better than most entertainment mediums is establish an atmosphere, and without pacing, an experience will end up feeling like a theme park rather than a place. There are other games for you if you want a game that's pure ADHD entertainment all the time, and there's nothing wrong with that.
what starts to veer into something resembling wrong is demanding games that don't suit you change to suit you, if you ask me
know maddox is usually pure satire, but all the same
Witcher 1 was the worst
Witcher 3 was great, like one of my all time favorites, but if you dont install a waypoints from anywhere mod like 50% your game play will be walking.
[sp]the other 50% is gwent simulator.[/sp]
TW3's walking actually made sense. How else were you supposed to gather ingredients to make potions, bombs, oils, and stumble upon monster caves, bandit camps, and side quests. The walking also made the world seem all that more believable. Maddox is full of shit and he can eat my dog's cum.
[QUOTE=milktree;51727907]Witcher 1 was the worst[/QUOTE]
I remember going back and forth a lot in that game but I excused it because I loved the story so much
[QUOTE=FlandersNed;51727696]I would argue you need downtime between segments or otherwise it's too overwhelming.[/QUOTE]
He acknowledges that and points out that a (skippable) cutscene does a much better job doing that without compromising the replay value.
Unless a game has a boring as fuck world(MGSV) I enjoy having to trek through open-world games on foot. I'll only ever use fast travel(if a game has it) on subsequent playthroughs and only to complete quests or missions that I remember were boring or had a lot of back and forth running.
Anyway, if you're complaining about having to run everywhere in an open-world video game, then don't buy open-world or exploration based games.
I like Maddox's videos but his opinions on video games are absolute horseshit.
Games that are just constant action are exhausting and not in a good way.
[editline]26th January 2017[/editline]
Jesus this guy sounds like a baby
I've never watched one of this guys videos before, please tell me it's satire because it sounds like it.
[QUOTE=Araknid;51728823]Games that are just constant action are exhausting and not in a good way.
[editline]26th January 2017[/editline]
Jesus this guy sounds like a baby
I've never watched one of this guys videos before, please tell me it's satire because it sounds like it.[/QUOTE]
It's supposed to be, but I'm kinda getting tired of people giving him a free pass for saying whatever stupid shit or making whatever dumb video just because it's a satirical persona
I don't hate maddox but usually if you're making satire comedy videos they should be funny
Humor is hella subjective though. Just because you, I or most others in this thread do not find it funny doesn't mean there isn't someone out there who does. Just means it isn't to your taste.
While I don't think he's particularly funny, I still agree with the core point of his video. It's massively exaggerated of course, downtime in video games is important, but a lot of games just have way too much of it.
-snip-
Well, MGS V sure could benefit from less walking but that's mostly because the game wasn't supposed to be as empty as it is
half life 1 did it best
[QUOTE=Araknid;51728823]Games that are just constant action are exhausting and not in a good way.
[/QUOTE]
A few games I've found manage to do it well, such as Metal Gear Rising.
Quiet Time, let's call it, is an excellent tool in giving player time to process whatever may have happened very recently. Some games use it pretty efficiently.
Might not be a good example, but when you're nearing a game's end and you have a brief distance to walk to your destination, it helps create tension.
I actually encourage you guys to try going on a walk in a game.
Don't run, just walk at a slower pace to get from one place to another. Or, just walk around wandering. Really take a while to look at the environments and listen to the music. Running and driving all over the place does a lot to make the maps in games feel not that big at all, but then when you slow down and actually walk at a normal pace like a person does, it sinks in how big these places really are. And, how beautiful the little things around you that you've been going too fast to really notice are.
[QUOTE=Erfly;51729240]A few games I've found manage to do it well, such as Metal Gear Rising.[/QUOTE]
That's not really constant action though, Raiden still does the slowly-walking-while-touching-ear-to-show-they're-talking-to-someone-via-radio thing every so often. Thankfully those bits are blissfully short, not Gears of War tier.
[QUOTE=Mister Sandman;51729944]I actually encourage you guys to try going on a walk in a game.
Don't run, just walk at a slower pace to get from one place to another. Or, just walk around wandering. Really take a while to look at the environments and listen to the music. Running and driving all over the place does a lot to make the maps in games feel not that big at all, but then when you slow down and actually walk at a normal pace like a person does, it sinks in how big these places really are. And, how beautiful the little things around you that you've been going too fast to really notice are.[/QUOTE]
I like to stop and look at the environment, but I'd prefer if games didn't force me to do it.
How else can one have a change in suspense if you don't have your quiet times to combat the more intense times? It's the main difference between battlefield and CoD, for one. Walking from main base on Caspian Border was always the more scenic route.
There's nothing inherently wrong with walking in video games. I've spend hundreds of hours walking the wasteland in Fallout 3. Only becomes a hassle when the designers doesn't keep in mind that the player will be walking around a lot.
Scripted walking events are amazing the first time through a game but it really does hurt replay value. The opening level of MGSV is amazing and balls-to-the-wall intense and one of the best moments I've experienced in a video then the second time it's really, really annoying and boring. Parts like that become shit when you have to repeat them, especially if there's a QTE that comes out of nowhere
[QUOTE=FlandersNed;51727696]Plus, I'd like to see what this guy thought of how Half-Life did cutscenes.[/QUOTE]
well half-life 2 cutscenes are pretty obnoxious when you're replaying the game, just because you can jump in place or press a couple buttons in a lab doesn't mean it's not an unskippable cutscene
-snip-
[QUOTE=Dr.C;51730305]Scripted walking events are amazing the first time through a game but it really does hurt replay value. The opening level of MGSV is amazing and balls-to-the-wall intense and one of the best moments I've experienced in a video then the second time it's really, really annoying and boring. Parts like that become shit when you have to repeat them, especially if there's a QTE that comes out of nowhere[/QUOTE]
This is actually what I hate about hl2 and episodes when replaying them. It's fun to listen to Alyx wonder about that cat the first few times but it gets old fast. Interactive cutscenes like that are both a blessing and a curse if you can't skip them.
[QUOTE=Mister Sandman;51729944]I actually encourage you guys to try going on a walk in a game.
Don't run, just walk at a slower pace to get from one place to another. Or, just walk around wandering. Really take a while to look at the environments and listen to the music. Running and driving all over the place does a lot to make the maps in games feel not that big at all, but then when you slow down and actually walk at a normal pace like a person does, it sinks in how big these places really are. And, how beautiful the little things around you that you've been going too fast to really notice are.[/QUOTE]
I try to do this in literally every game I play but my ADHD only lets me do it for about 3 minutes before I get bored and sprint away :cry:
I've noticed though that it only happens when the walking is slow or hard.
A recent example for me is Wind Waker. To walk you have to nudge the stick slightly foward but there's no space between walking and running so trying to turn means you have to use the camera instead, not only that but link walks at a really slow rate to get anywhere reasonably.
You have to make walking feel good honestly. Animation Wise or speed wise it just has to feel like a good pace instead of a crawl
[QUOTE=rndgenerator;51730441]This is actually what I hate about hl2 and episodes when replaying them. It's fun to listen to Alyx wonder about that cat the first few times but it gets old fast. Interactive cutscenes like that are both a blessing and a curse if you can't skip them.[/QUOTE]
That's when you bop them on the head with a physics object.
[QUOTE=bunguer;51729115]If walking or having scripted sequences bother him so much perhaps he shouldn't play games heavy on storyline. Some of the examples he gave such as Uncharted, Bioshock or MSG are trying to set up a tone and a storyline.
There's a certain pace to things and trying to have a cohesive storyline that doesn't rely merely on atmosphere or "things you stumble upon" is difficult if the game is always presenting other things for the player to focus on (such as having monsters to kill or things to destroy while trying to do a more dramatic scene).
Maybe it's just me but it's like complaining about drama movies not containing enough action. Ignoring the context and genre of the games is being disingenuous when trying to prove a point.[/QUOTE]
He's not really talking about how quiet time is bad, he's saying the sequences where the control is taken from you and all you can do is hold W might as well be cutscenes, they're even worse than cutscenes as you can't skip them most of the time on your subsequent playthroughs.
Imo these walking sequences are just lazy moments of exposition, and while there's some good examples out there, it still kills replayability and sometimes even takes me out of the experience on my first playthroughs.
[QUOTE=Nitro836;51729252]Quiet Time, let's call it, is an excellent tool in giving player time to process whatever may have happened very recently. Some games use it pretty efficiently.
Might not be a good example, but when you're nearing a game's end and you have a brief distance to walk to your destination, it helps create tension.[/QUOTE]
I always admired quiet time in high tension games like stealth or horror and I disliked how balls to the wall the few COD games I've played but Titanfall 2 had NO quiet time and it was amazing because of it because it was so much fun. Doom 2016 also had little downtime but the downtime was just there to get you hyped up for the next encounter because again, it was a ton of fun. Both of these games were just so much fun and the encounters didn't end with feelings of relief that you survived, they ended with feelings of "more, more, MORE!"
It's also the difference between Dark Souls and Bloodborne. I enjoyed Dark Souls but I never thought it was a fun game, Bloodborne I had fun with at the first encounter and I never wanted to stop killing.
Cant wait for him to complain on the podcast to his co-host how everyone is blasting him about the video.
[editline]27th January 2017[/editline]
That is if he actually found someone who can tolerate him anymore.
I recommend Knytt Stories for its atmosphere. It has a lot of walking and zero challenge areas but that never became a problem, and in fact I love the game for those kind of parts.
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