ChienAboyeur
SasqWatch
- Joined
- March 29, 2011
- Messages
- 6,265
The same could be said about first person RPGs.
- Joined
- Mar 29, 2011
- Messages
- 6,265
Dunno when you started hearing the term.
I've never ever heard of it, most probably it's some shortterm memory problems in my head.
But that's not the problem. The problem is I dunno what it even means.
When you say some music score is symphonic rock for example, you pretty much get the idea what it is.
When you say immersive sim, kill me, but although I have a wild imagination, nothing comes in mind what could that possibly be.
I've expected a wall of text with screenshots_or_didn't_happen proof or something, not darksoulslike dodging post.
The thing is most reviewers seem to want cinematic storytelling, and streamlined connect the dots gameplay.
Bioshock was VERY linear with very little (or no) backtracking. Each area told a story of that particular group of people, with specific characters, which gave it more general appeal. Inventory management was much simpler with Bioshock. There was no central office or apartment you kept going back to.
Prey is less linear with a lot more backtracking, and Mankind Divided has a lot of non-linear exploration and backtracking, with a more cinematic storytelling technique than Prey. Both have a lot more freedom than Bioshock about how and what to explore and move the story forwards. Some can find that freedom overwhelming (and the backtracking tedious). I'm sure Prey gave walkthrough authors headaches.
A proper educational marketing campaign is definitely one way. Some kind of clever tutorial is another.
The "Blizzard" way of introducing everything in tiny baby steps is sure to be helpful, too.
Yeah, those are pretty much my ideas as well. I hope game devs of "hardcore" type games start looking more into these options. I think it's the best way to go without "dumbing down" a game.
That's something we've been complaining about for a long time - and probably always will. We're enthusiasts. We're happy not just to sink a lot of hours into a game but to sink a lot of consecutive hours in! Imagine trying to play Deus Ex for just a couple of hours every other Saturday. I doubt I could do it. I wouldn't remember who was who, or what skills have been really good for me. Adding complexity makes a game harder to put down and pick up again.The thing is most reviewers seem to want cinematic storytelling, and streamlined connect the dots gameplay.
Regarding the genre - I didn't hear about it until PC Gamer wrote an article on it a few years ago. It still seems pointless to me. Giving me skills and levelling up doesn't make a shooter any more immersive, IMHO. But then, Thief doesn't even have that and it's counted as an IS. The wiki article points at the freedom to solve problems in multiple ways. But what game doesn't do that? In a shooter you'll probably have multiple guns that require different strategies to use. RPGs will have a variety of skills to let you overcome obsticals in different ways. I can look at a game and decide if it has "RPG elements" for certain and I can argue that it has enough of them to be counted as an RPG but I don't really know how to do that with immersive sims.