@Cloud_imperium said:
Note:
This thread is not about grinding/side quests but just about gameplay/mechanics.
.
In recent years, I've come across several comments where people say that they don't like [insert game's name here] because it was "repetitive". Can someone point out what are "non-repetitive" games? From what I understand, most of these complains come from people, who actually want to say "there aren't enough cutscenes and I can't handle too much gameplay without being interrupted by an epic set piece every once in awhile".
So, how to create "variety" in gameplay? There are fixed mechanics in every game and the game is built around those mechanics. For example in every shooter you shoot people, in every RTS you build armies by gathering resources and launch big assault on enemies, in every horror game you explore and collect useful items to use them when it's "do or die" situation and so on.
So, by this logic everything becomes repetitive. Is it necessary to have "Press F to pay respect" scenes to make a game "non-repetitive"? Or it is just an excuse from people who can't do anything on their own and expect every game to treat them like a kid by displaying big indicators and showing a cutscene after every 2 minutes to give them this feeling that there is "variety"?
Explain.
What? Yes games have a formula, yes games work around their core, but there is a clear difference between an obvious formula that the game repeats ad nauseam with no deviation: Destiny's main story missions, all of them come down to ending on the same trick: Ghost will either go scan something or is trying to open a door, and that's when you get a wave of enemies that come running at you. It does for all the missions, on the flip side Halo 3 mixed it up with vehicle segments the first stuff is in that jungle area where you are moving from core combat to dealing with jackal snipers, the next mission in corridors going back and forth, the following mission upons up with a warthog sequence, then you go on foot till you have to bunker down in a space where you deal with brutes and a wraith, after that you get on a brute chopper, next mission you do your core halo shooting, but then get on a mongoose to deal with a Scarab. Said Scarab can actually be taken down about 3 or 4 ways.
That's the difference. Games that have mechanical layers to them will have more going for them than just the status quo. Bayonetta for instance is a lot of go forward fight dudes, Bayonetta's enemy variety however is second to none. Each enemy type in Bayonetta 2 has his or her own wrinkle or two that will require you to do more than just y, y, y ,y y over and over again. The games weapon variation and how much more effective certain weapons are with certain enemies helps the cause there as well. Plus it has its shmup levels, flying levels, under water action sequences, and boss fights that aren't just a standard drone enemy you fought a bunch, but now he's a giant (another one of Destiny's sin).
Resident Evil 4 is a bastion of variety and that game is all about shooting dudes in the face you have that opening village sequence which has elements you never see in the game ever again, like the way going to specific shacks/houses triggered new mobs or the chainsaw dude, you had the sniping part in the valley, you had the minecart level, the stuff with the dragon statues, the invisible bugs in the sewers, the stuff with the cannon ball, being stuck in the cage with the blind thing, the boss fights between Krauser, U3, and Vertugo being wildly different from each other. Of the knocks you can present at Resident Evil 4, repetitive would not fly. The Evil Within most recently had enemy types that you see once, and then never see for the rest of the game. And it wasn't as simple as just shoot all of them with the pistol and you good.
Games that are repetitive and get called out for it, are because they establish a formula, and never let go of that formula. Assassin's Creed 1 is a game about killing dudes, to get to the part where you had to kill dudes, you always had to do scouting missions after you eagle eyesd a tower. Those scouting missions were all identical after you had done 3 of the 9 assassinations in that game. Beat up guy for info, eavesdrop for info, go run around for flags for info?
Alan Wake- We're in a creepyish town, but all we came up with was a forest, so somehow you're going to leave the police station and end up in a forest, you're going to start in a construction site so you can walk into a forest, you leave the loony bin to end up in a forest, you get dropped from a helicopter to end up in a forest. Throw in the part where neither Ass Creed 1 or Alan Wake have any layers to their mechanics, as they are shallow games, even by their respective genre standards. Yeah repetitive.
Repetitive in it of itself is not a death sentence. The Souls games by any measure are repetitive. It's a matter of if the overall composition of the game can overcome said short coming, no different than a game having shallow mechanics but still being good (Uncharted 2, God of War 2), no different than a game with a bad story being good (most good video games). In the case of a game like Ass Creed 1 or Destiny? Their overall composition is entirely compromised because of said short coming.
The "all gameplay is repetitive" counter is ridiculously short sighted and looking at things on too much of a superficial level.
Log in to comment