Some Stuff + Thoughts + Gaming + Articles
All the borderhouseblog stuff (newest: An Engagement w/ J. Hepler's Ideas) about Hepler making note of non twitchy combat, etc...etc... It's the 1st time I've felt... I don't know, emotional about stuff. People are talking about having to be twitchy to play the games. About getting bored w/ combat etc. Or being confused by the controls, etc. And why I figure I may get bored w/ stuff faster than some of those commenting, still - WHOA.
Cause yeah, the ME3 demo? The second part? To me that entire second part is a grind, and in my head it'd have been better with 1 set of soldiers, 1 bit of portable turrent, and 1 mecha. End. Done. Three waves, three different types of fighting. Instead... that's SO. Not. It. And while the fighting is supposedly 'easier' / takes less clicks in 'Storymode', the amount of 'waves' is the same.
And OMGosh, to see other people talking about the boredom of the same animations over and over again in combat. Again, not getting bored as quickly as I do, but mentioning the things that make me sigh and feel it's not worth it / not worth spending money on, etc...
And people talking about the lack of broader base development and awareness of evolving story engines, more complex branching algorithms or non branching but evolving story possibilities w/o distinct written or linear scripts. I did not know there were people who spent money on videogames who thought about this stuff (outside maybe 1 or 2). Who thought about how combat has become gameplay in the minds of some or in culture or perception or design.