I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • gus@kbin.social
    link
    fedilink
    arrow-up
    8
    ·
    1 year ago

    Ehh I disagree with using RDR2 as an example, but I think QTEs in general are probably my least favorite game mechanic. I actually quite like walking around in RDR2 during the missions. A huge aspect of the game is just immersing yourself in the map/world and listening to the NPCs. I can see it getting old during replays but for me it’s a hell of a lot better than watching a cutscene and being prompted to hit a button. I vividly remember fishing with Dutch and Josea for at least a half hour just listening to them chat with Arthur

    • Scrubbles@poptalk.scrubbles.tech
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      Agree with you, I remember where the person is talking about, press x to walk on guarma, which did drag on, but they were shipwrecked and he didn’t know what was happening yet. Rdr gets exceptions to me because it’s so cinematic, to me the game is realistic, but so much that you aren’t playing a game, you’re watching a movie.

      • bermuda@beehaw.org
        link
        fedilink
        arrow-up
        4
        ·
        1 year ago

        My issue is less that it drags on and more that it’s basically barely even gameplay. You’re pressing a button for minutes on end, then letting go when they talk, then pressing again when they walk again. It’s boring. For a game as cinematic as RDR2 you’d think they wouldn’t be afraid to just make it a cutscene. If they wanted gameplay then at least let me walk around a bit.

        • Scrubbles@poptalk.scrubbles.tech
          link
          fedilink
          arrow-up
          2
          ·
          1 year ago

          Right but it’s a story, it doesn’t all have to be rootin tootin cowboy shooting, the storytelling is a major part of it. It helps the player really feel like theyre expercing Arthur. I get what you’re saying, but they definitely purposefully chose these devices from a storytelling perspective.

          • bermuda@beehaw.org
            link
            fedilink
            arrow-up
            4
            ·
            1 year ago

            Yes and I’m saying the made a bad decision, no matter how purposeful it is. I find your reasoning to be really flawed here. Just because they chose to tell the story that way doesn’t mean I can’t complain about it.