Planescape: Torment -50% of the gameplay is bad. People are giving off the impression that gameplay is all combat/challenge based, but it's not and thinking of that hurts games in general because designers cram in unnecessary things so it "feels like a game". So the running around, collecting items and talking to people in Planescape was absolutely fantastic. The conversations were interesting, the responses were varied and allowed a lot of choice and expression (Which is why its gameplay. When was the last time you roleplayed a character in a film? It's like the Sims. Expression is a form of interaction). The items had these really intricate descriptions and could be used in lots of situations.
The combat was awful. Through the second half of the game I just ran through the levels instead of fighting anything.
KotoR 2 had a good dialogue system and an excellent influence gameplay mechanic that really helped connect with the characters. Combat was repetitive (animations were good though and lots of AoE spells)
And another vote for FFXIII. And no 50% business here either. 100% of the gameplay was bad and none of the story interconnected with the gameplay at all (barely even had boss fights or character expression through combat) which is I believe, why the really good story did not make up for the gameplay at all. It was like watching a film in the most awkward way possible.
And I don't think The Walking Dead should count because its gameplay was inspired. Last second choices? Having to actual decide who gets rations? Good dialogue options with a clever timing mechanic to make them seem natural? Fantastic gameplay decisions. The puzzles sucked a bit but I think what most people mean is that it didn't attempt to gratify people in a skill or challenge area, but thats not bad gameplay, its just different gameplay to how you were expecting
The combat was awful. Through the second half of the game I just ran through the levels instead of fighting anything.
KotoR 2 had a good dialogue system and an excellent influence gameplay mechanic that really helped connect with the characters. Combat was repetitive (animations were good though and lots of AoE spells)
And another vote for FFXIII. And no 50% business here either. 100% of the gameplay was bad and none of the story interconnected with the gameplay at all (barely even had boss fights or character expression through combat) which is I believe, why the really good story did not make up for the gameplay at all. It was like watching a film in the most awkward way possible.
And I don't think The Walking Dead should count because its gameplay was inspired. Last second choices? Having to actual decide who gets rations? Good dialogue options with a clever timing mechanic to make them seem natural? Fantastic gameplay decisions. The puzzles sucked a bit but I think what most people mean is that it didn't attempt to gratify people in a skill or challenge area, but thats not bad gameplay, its just different gameplay to how you were expecting