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Re: My H4 review - Campaign (Gameplay and Story) | |
Posted By: Gravemind <kuukan_no_kage@yahoo.com> | Date: 1/2/13 4:01 p.m. |
In Response To: Re: My H4 review - Campaign (Gameplay and Story) (Bry) : Let's be clear here, I'm not saying it's a big deal when you don't have these : kind of animations, but I also don't think it's a big deal when you do : have them either. : We were simply talking about immersion, which is going to vary person to : person. : If people are going to make a big deal about these animations being so bad,
: What I find more important is the inconsistency in these animations being
For me, it all boils down to gameplay. Everything without exception — story, art design, graphics, "immersion," etc. — is subordinate to gameplay. Gameplay should always be the primary concern with every design element. If an MP level is hard to navigate and/or maneuver in because of all the environmental kibble and useless graphical details the art team decided would be cool, then the dev is failing to do its job. If having greater "immersion" with superfluous animations that pull you out of gameplay is detrimental to one's experience, then the dev is failing to do its job. Their job is to make a compelling gameplay experience first and foremost and theatrical/artistic experiences second. Full stop.
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