Does creativity make up for broken gameplay?

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EBHughsThe1st

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Nov 18, 2009
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So, I was playing this arty flash game on newgrounds.
It talked about modern issues and problems with society.
It was jam-packed with symbolism.
But the game was utterly broken.
The puzzles were simple, controls bad, inventory forgotten halfway, and some places I was left slamming arrow keys until my character moved. As a puzzle adventure, the logic was sometimes totally off.
I know there was effort put into this, but this game was near unplayable.
So, do ideas like this excuse broken gameplay?
 

Axolotl

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Feb 17, 2008
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Depends on how creative and how broken.

I'm wiling to put up with horrible contrls for a new experience. On the other hand if it starts preventing me from actually enjoying it's uiqueness it's gone too far.
 

Banana Phone Man

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May 19, 2009
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A good story for me can sometimes make me forgive bad gameplay. I mean take HL2. Take away the world and the story that comes with it and you have a below average FPS.
 

More Fun To Compute

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Nov 18, 2008
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Not really. Would you think it was good if a newspaper reported on social issues with an article that read like it was written by a five year old?
 
Jun 11, 2008
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Well as already said it would entirely depend on how broken and unplayable said game was and on how inventive and creative these new ideas are. Mirror's Edge had some good new ideas and gameplay but sometimes the hit box for the getting on those pipes was way off.
 

Georgie_Leech

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Nov 10, 2009
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It depends. I've got a baseline that moves based on how good the mechanics are and how creative the game is. I'm willing to put up with bad gameplay if it's creative and/or unique enough, and I'm willing to forgive a game being overly generic if it does it well enough.
 

kickyourass

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Apr 17, 2010
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Axolotl said:
Depends on how creative and how broken.

I'm wiling to put up with horrible controls for a new experience. On the other hand if it starts preventing me from actually enjoying it's uiqueness it's gone too far.
Damn that is pretty much verbatum what I intended to say. I'm the same way if the "Sybolism" or what ever it is, is really creative and really makes me think without beating me over the head with it, I'm willing to over look some faults. There is a point at which if you weren't willing to run some clean up on it you might as well have just written a book.
 

Flying Dagger

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Apr 14, 2009
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depends how the creativity is used really.
If you've made Zeno Clash, I'll play it on a joystick made of needles if I have to.
 

bigass

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Jul 3, 2010
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It depends. Look at Mirrors edge. It's defiantly creative, but the gameplay was so broken nobody liked it. However, on the other hand, we have Assassins Creed.(I know some people hated it, but they don't matter, so I don't care.) The way the story is told and the overall experience more than makes up for the sup-par gameplay.
 

Gamurga

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Yes it does, and the best example for this would be Silent Hill 2. I mean the gameplay is a catastrophe: the controlls are broken, combat is terrible and the main thing you do is walk through rooms and corridors, checking for doors that aren't locked. There is no fun in this at all, but the game works. And it works perfectly.
The design is flawless, the story is brilliantly told and the overall atmosphere is highly immersive.
Thats the thing. A game has to offer you something that makes you want to keeo on playing, be it good gameplay, creativity or whatever.