I had a short rant about maces in a thread elsewhere, but it got me thinking:
What the fuck is the point of some content?
It's like this:
I buy a shelf. It's a very pretty shelf. I display all my pretty things.
But there's an empty spot looming over me.
So while I could leave it empty there's a cheap porcelin pony, an utterly repulsive little thing. A turgid, rancid shit of a statuette.
So I put it on the shelf just for the sake of filling the gap.
When people see my shelf they say "Ohh how nice", but if they pay any attention that goddamn pony stares at them accusingly, wishing for death as a release from its horrifying and painful existence.
That pony is content filler. Things like health padding for higher difficulties. Compulsory puzzles in action-orientated games.
Level grinding in RPGs.
Compulsory Mini-games.
QTEs.
It doesn't actually add anything to the experience except that by being there it gives the illusion of completion.
If you ever doted on it you'd realise how much it actually detracts from the over-all experience.
What the fuck is the point of some content?
It's like this:
I buy a shelf. It's a very pretty shelf. I display all my pretty things.
But there's an empty spot looming over me.
So while I could leave it empty there's a cheap porcelin pony, an utterly repulsive little thing. A turgid, rancid shit of a statuette.
So I put it on the shelf just for the sake of filling the gap.
When people see my shelf they say "Ohh how nice", but if they pay any attention that goddamn pony stares at them accusingly, wishing for death as a release from its horrifying and painful existence.
That pony is content filler. Things like health padding for higher difficulties. Compulsory puzzles in action-orientated games.
Level grinding in RPGs.
Compulsory Mini-games.
QTEs.
It doesn't actually add anything to the experience except that by being there it gives the illusion of completion.
If you ever doted on it you'd realise how much it actually detracts from the over-all experience.