I love hearing about unique takes on game mechanics. Someone recently convinced me that limited inventories are kind of abused currently and that unlimited inventory systems would give more player choices.

  • Scrubbles@poptalk.scrubbles.tech
    link
    fedilink
    arrow-up
    1
    ·
    1 year ago

    Agree with you, I remember where the person is talking about, press x to walk on guarma, which did drag on, but they were shipwrecked and he didn’t know what was happening yet. Rdr gets exceptions to me because it’s so cinematic, to me the game is realistic, but so much that you aren’t playing a game, you’re watching a movie.

    • bermuda@beehaw.org
      link
      fedilink
      arrow-up
      4
      ·
      1 year ago

      My issue is less that it drags on and more that it’s basically barely even gameplay. You’re pressing a button for minutes on end, then letting go when they talk, then pressing again when they walk again. It’s boring. For a game as cinematic as RDR2 you’d think they wouldn’t be afraid to just make it a cutscene. If they wanted gameplay then at least let me walk around a bit.

      • Scrubbles@poptalk.scrubbles.tech
        link
        fedilink
        arrow-up
        2
        ·
        1 year ago

        Right but it’s a story, it doesn’t all have to be rootin tootin cowboy shooting, the storytelling is a major part of it. It helps the player really feel like theyre expercing Arthur. I get what you’re saying, but they definitely purposefully chose these devices from a storytelling perspective.

        • bermuda@beehaw.org
          link
          fedilink
          arrow-up
          4
          ·
          1 year ago

          Yes and I’m saying the made a bad decision, no matter how purposeful it is. I find your reasoning to be really flawed here. Just because they chose to tell the story that way doesn’t mean I can’t complain about it.