Because this post is not about whether they should exist or not, its about when certain type of game that do require them as developer's intend or vision, what is the best way to handle them. If you don't like that sort of game to begin with, please understand that there are in fact a lots of people that do, you might want to save yourself some money/time and skip the entire game, play something else and let other people actually enjoy it have their fun.Where is the "They shouldn't be in most games to begin with" option in the poll?
Just make it a damn cutscene. I'm fine with those.
Biggest part of 99% of openworld games is walking, should we skip it too?
I think the people thr complain about walking in games have adhd or some type of attention deficits. I don't mind sight seeing in a game alot doesn't have to have twitch cod gameplay
Walk and talk moments absolutely have their place by providing not just a quiet time during the game but extra character development. Having a cutscene would rip you out of the moment.
If we can't have more choices like difficulty settings in other games due to their "creative visions", then tighten up those laces, son, and git scootin'.
It hinders the speedrunning experience.Walking segments are usually paired with exposition dumps so if you remove them then developers would need to find another way of telling their shitty stories.
Probably not a bad thing.
Nah, levels where you have to beat them with "only X, Y and Z" allow for a greater ability to make fun levels and interesting challenges. It's the same as games with multiple characters that require you to beat certain levels with certain character.
Speedrun is about traversing fast enough to not let the characters finish talking. The actual segment isn't a barrier at all. What you meant is the static talking where you work on speech bubbles, which is not what this thread is about.It hinders the speedrunning experience.
?Speedrun is about traversing fast enough to not let the characters finish talking. The actual segment isn't a barrier at all. What you meant is the static talking where you work on speech bubbles, which is not what this thread is about.
Leave em. Get used to it or play a different game...
They make games for insanely adhd teens for this reason.
Those were weird in red dead 1. Because usually you are driving or something in GTA games where you need to go. And then the dialogue will stop once you reach your destinition. That makes sense lol rdr1 was weird and took complete control away frok you. Weird design choice and to this day dont understand why some prefer rdr1 over gtaIVThe carriage rides in Red Dead Redemption were exactly this. You could sit there through the entire thing if you wanted to bask in the atmosphere and characterization. If you didn't care though, you could just skip them. The only downside is that Rockstar has one of the few writing teams that's worth listening to.
All the film school wannabes, on the other hand, are convinced that their overwrought, overlong dialogues are absolutely essential to the experience of their games, hence cinematic slow walking.
If you have no control then it is just a cut-scene in disguise.?
Most walking and talking segments take away your ability to do things like run, there is no traversing faster.
No, I mean specifically walking segments in games. Resident Evil 3 Remake has literal speed running trophies/achievements yet with each run, I had to do the intro segment in the apartment section, then the intro moments with Nemesis, and then crawling under the wreckage in the street. Resident Evil 4 Remake also had the unskippable walking moment near the end where you had to carry Ashley to the cure machine while Leon hallucinates and has multiple stops on the way.Speedrun is about traversing fast enough to not let the characters finish talking. The actual segment isn't a barrier at all. What you meant is the static talking where you work on speech bubbles, which is not what this thread is about.
I'm trying to replay it right now and holy lord it's like a Everything Annoying At Once simulator.On a side note without naming names (y'all know who you be). I've seen some people rave about Alan Wake (finally started it the other day for the first time), whom have criticized certain exclusives that are by far less jank, still third person, story driven, even with trees!!! (and AW has a lot of same same copy/paste tree levels) and guilty of said walky talky forced scenarios.
Dude also has the stamina of a sloth, I can see why Alice 86'ed him so far. (Left off on Episode 5, Chapter 1 last night)
But all in all, I'm having a good time with it story wise and how they made it episodic like a TV series. Will definitely dive into AW2 when it releases. I don't expect a massive amount of change in the sequel either. Story driven and will have much of the same scenarios.
I'm 42 and I hate them. No "ADHD".Leave em. Get used to it or play a different game...
They make games for insanely adhd teens for this reason.
Yeah, it seems to be a hard concept to grasp... such a shame.If people have no interest in narrative, why the hell are they playing narrative focused games? Stick to multiplayer or something that lets you twiddle your adhd addled thumbs into oblivion since that's clearly more your speed? I mean, yeah you should be able to skip these segments if you want to, but if you're not interested in the story of a story based game why are you even playing them?
Speed running should never factor in for game designs. Ever.It hinders the speedrunning experience.
Speed running should never factor in for game designs. Ever.
Play more video games.Speed running should never factor in for game designs. Ever.
Having certain aspects if any is very different from having speedrunning in mind at it's core when designing it. You might as well say get rid of dying too since it fucks with speedrunning.
Edit: to not just be a meme post.
Achievements, some game modes and Metroid in general kinda rely on speedrunning being part of the design.
Lmao, this doesn't even make sense.Play more video games.
It makes perfect sense. There are devs and video games that promote forms of speedrunning and/or sequence breaking. I've listed 2 of them above and ssringo listed one as well. The statement you've said previously:Lmao, this doesn't even make sense.
Implies to me that since you are making this declarative statement, the amount of games you've played must have been limited in scope and genre. Because of that, in your worldview, it doesn't make sense. Thus, you have to play more video games for it to make sense.Speed running should never factor in for game designs. Ever.
I don't think this is about play/non-play.For video game especially narrative driven ones, the non play loop section or as many would call it "walking segment", how do you think dev should handle it?
I don't have a problem with teams wanting to design their games with it mind, but I do disagree with having those parameters in place for all games including those who don't. I'll take the fault there for my wording.It makes perfect sense. There are devs and video games that promote forms of speedrunning and/or sequence breaking. I've listed 2 of them above and ssringo listed one as well. The statement you've said previously:
Implies to me that since you are making this declarative statement, the amount of games you've played must have been limited in scope and genre. Because of that, in your worldview, it doesn't make sense. Thus, you have to play more video games for it to make sense.
Death warping is a valid and sometimes necessary tactic for speedrunning. Leave it alone!You might as well say get rid of dying too since it fucks with speedrunning.