@Lulu_Lulu: what he's saying is he wants to be the main participant in the story being told instead of being a casual observer of the events.
mastermetal777's forum posts
So I finally got my PS4 on Friday after winning it (thanks, Taco Bell), and have messed around with it for a good chunk of the weekend. Here's my impressions of the system so far. Bear in mind a few things:
- I do have PlayStation Plus
- The only games I have played so far for the PS4 are Destiny (came with the system), Dust: An Elysian Tail, and Spelunky (the free PSN games of the month)
- I do not have the Eye Camera
With that said, let's get to the impressions.
The box itself is nice to look at. I like the slanted design of it, and I like how compact it looks. Granted, it's only slightly smaller than the original launch PS3, but it's much slimmer, meaning it takes up less space no matter what. I have it on a small shelf with my TV, PS3, and Xbox 360, with plenty of room to spare. The power button and eject button are the only kind of weird things about it. They sit almost hidden within that space separating the disc feeder and USB ports, and are very sensitive to the touch, meaning you have to be a bit careful swiping your hands near that area. That being said, It's a great looking console that can sit anywhere in your entertainment center and both save space and look nice.
The DualShock 4 is by far the single most improved physical aspect of the PS4 over the PS3. The controller itself is a bit bulkier and heavier than the DualShock 3, which is actually a good thing.The grips are comfortable so you can rest your hands on it without slipping. The thumbsticks feel great on the thumbs and aren't as slippery as the 3. The buttons have a satisfying click to them instead of feeling loose and mushy. The L2 and R2 triggers feel like actual responsive and tight triggers now instead of a bulging lever with a very weak spring. I haven't had to use the touchpad too extensively with my games, so that feature's gonna remain unspoken of for the time being. The only problem I have with the controller is the gimmicky light bar. Sure it's cool to see the colors change depending on whether or not you're dying or doing some sort of activity, but if you can't see it while playing, it kind of defeats the purpose a bit unless you're playing in front of a mirror. Other than that, this is hands-down the single most responsive and comfortable controller I've ever used.
It looks like a cross between the original XMB from the PS3 combined with the new layout of the PSN store. And it's easy to navigate and understand. It's not cluttered, except for the fact that the first thing you see is the most recent app used, which can be a bit annoying for organization, but it's not too terrible. I love how easy to read everything is too. Nothing feels awkward or misunderstood. It's a great UI and miles more manageable than the XMB was.
I won't be going into the games because my library is woefully small at the moment. But for the meantime, I love the PS4 as a system. There are some things that need to be added, like the external storage and media content (with firmware 2.0 it'll happen, I know). As for what it has now, it's a great and polished system with plenty to offer.
I avoid killing random innocents in GTA if I'm able to. Sometimes there's collateral during missions, but when I'm free-roaming, I'm usually a pacifist.
The only thing I say we should change is reporting on speculation as news. There's too much bias in the rumor mill, and there should be some form of source checking before any of these stories ever make it to the front page of the site. If a developer says it on a credible source, like an interview or on the main dev page, then take that as a piece of news. Don't take stuff from forums that start off as un-sourced rumors and treat them as if they're news. Once we fix that problem, I believe everything will fall into place.
After seeing the press surrounding this game, and its intent, count me out. At least in a game like GTA, there are consequences for killing innocent people with cops swarming to take you out. This game just wants a game to be violent for the sake of being violent. To shock people into getting offended, and to try and get back to the days of Doom and Mortal Kombat without realizing that those games weren't violent because they simply wanted to be. No thanks.
@Archangel3371: Do you remember exactly how many enemies you took down in a single play session? Or how many turns there were in an FPS hallway? Or remember what pattern the trees resembled in a part of Skyrim? That's what the video is asking, and it's something many gamers don't do because they're too focused on playing the game to try and make those connections. It's a language we're still trying to learn, both gamers and designers alike.
The game made an assumption that people can turn those blocks into people that they know in the real world. The blocks are meant to be vague, because they could be anybody. Think about the times you've gone to random groups of people only for them to pull away because they don't know you or they don't like you being near them. They're not meant to exhibit human behavior, but rather to have them be representations of real world interaction. You're supposed to use your imagination and bring yourself and your interactions with people in the real world into that little game. I did that, and the game was that much stronger. Are you saying using your imagination in a game is wrong?
what's so wrong with mimicking human interaction? Sure, there could be some improvements, but people like being able to interact with characters in a game, because they it's interaction, something video games are best at doing. They're an immersion tool, yes, but they're effective in building a believable world that people can invest themselves in and be a part of, which is what games have been striving to do ever since the inception of adding story in gaming.
On a side note, stats are a numerical form of that kind of interaction.
@Lulu_Lulu: Then you're not analyzing the mechanics at all, which is something I do all the time whenever I play games. At least as soon as I started thinking about what I wanted to do in the industry. And I bet you didn't even bother to understand the Loneliness game as you played it because you were anticipating the answer during the video.
@wiouds: James, the writer, has lots of credibility. He works for the industry. His credits include being a designer at Activision (where he helped with the Call of Duty series) and created a consulting firm, Rainmaker Games, where he assisted with the game Farmville. He's also a professor at the DigiPen Institute of Technology, which is a high-profile gaming college at the moment in Redmond, Ottawa.
Here's a link to his DigiPen page: http://news.digipen.edu/academics/the-many-roles-of-james-portnow/