geldonyetich said:Yeah, I was talking to you, and the clarity should have been self-evident by the context of the link to the post where we left off on this.A1 said:I can only assume that you're talking to me with that first part of your post (thank you for lacking clarity on that).geldonyetich said:Okay, he just said it was "not non-linear," like, a million times. Happy now, A1? [http://www.escapistmagazine.com/forums/jump/6.181376.5383260] If not, I wish I could afford to fund a trip so you could visit the Mana Bar and ask him to write "linear" on a piece of paper. Then draw a line under it to clarify he understands the concept of linearity.
A-freaking-men. I must have created over a dozen little projects over the last couple years that I abandoned for this reason. Right now, I'm thinking maybe it's best to go completely freeform, which refutes something I believed earlier: that it's best to have the entire game designed in advance.Yahtzee said:Anyway, the build currently consists of a small asteroid cluster littered with the debris of a crashed ship, with five salvage crates scattered around that make a little thing pop up on the GUI when you collect them. The first problem I've run into is that it's as boring as shit. This tends to be the way things go with game design; you can have all the theory in the world but the moment you put anything into practice it sprouts issues like a Chia pet.
Curses. I need to win the lottery so I can have that in-person Yahtzee line drawing exercise I was talking about done.Unfortunately Yahtzee doesn't really provide any new answers. He really only repeated something he already said in his video review. But worst of all he only addressed one particular aspect of the game and not the game itself. He has still done nothing to reconcile his contrasting statements and formulate one overarching and all-encompassing conclusion. So I guess we're going to be stuck in mixed and ambiguous territory for the foreseeable future.
Ah well. As I've surmised for awhile now, some matters cannot be resolved via talking them through, but rather by a fundamental change of the nature one or more involved parties. It seems to me that it's just too important for you right now to believe that Heavy Rain is a "great game" to try to understand how it is that Yahtzee has painstakingly explained it is not.
Unbelievable. "To try to understand how it is" you say? That's exactly the problem. No one should have to try to understand how someone's opinion is after they've supposedly given it. Yahtzee has not made his opinion particularly clear, if at all. All we have are a bunch of varied and contrasting implications. To make matters worse Yahtzee has also had a tendency to be somewhat unpredictable with regard to his opinions.
For example he gave a thoroughly negative review of Uncharted 2 yet he still included it on his list of the best games of 2009.
And on the other hand he was much more lenient and easygoing with Dragon Age: Origins yet he did not include Dragon Age: Origins on that same list. On top of that he also strongly implied that anything not included on the list was bad.
My issue with his opinion on Heavy Rain is pretty much the same issue I have with his opinion on Bayonetta. He may give us a rough idea of what his opinion is, but at the end of the day we've got no conclusive proof one way or the other.
Trying to understand how it is? That sounds an awful lot like interpretation. And as far as the idea of proof is concerned interpretation is by it's very nature a dead end.