@MooncalfReviews I wouldn't argue that your examples were made better by incorporating the "illusion of choice"; rather, I believe the outcry lies within games over-promising or over-hyping the impact choice plays on their narratives.
@XenoLair Think of a score as how the reviewer judges their experience with the game, rather than a weighing of the game's individual components. You'll find the system makes much more sense that way.
@xXl_z3r0_lXx @LittleMac19 Pokemon gives players many opportunities to limit themselves, thus increasing the difficulty. Try the Nuzlocke challenge if you'd like a hardmode.
@PJthePlayer2 End of the day, Consumers want much improved graphical fidelity to justify the purchase of a next generation system. If that comes at the expense of FPS, then developers are willing to take the hit. A better looking game will simply sell more at launch if it doesn't have a big name attached to it.
@Reuwsaat @PJthePlayer2 @Fiscaldeal I'd argue the interactivity of video games makes maintaining a high frame rate more relevant than a movie pushing extra FPS.
@PJthePlayer2 @Fiscaldeal It's more desirable than having fluctuating framerates. Dropping from 60 to 30 is far more perceptible and distracting than a capped 30 is.
@PJthePlayer2 @Fiscaldeal I would define smooth as consistent, and a game locked at 30 fps fits that bill. It may not feel as fluid as 60 fps, but it's smooth.
If the framerate never deviates from 30 fps with that level of graphical fidelity, then I'm satisfied. A steady and smooth experience is most important in my opinion.
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