I know you're joking, but a lot of the "Eeeeuugh, Ess Jay Dubya Gaemz, blaaah!" nonsense I see on Steam tend to come out of close relatives of the Common CoD Player, mostly the DotA Fans and CS:GO players. That said, now that time's passed since the game's release, most of the negative reviews are more coherent. The excellent story delivery is noted, the art design is praised - but folks seem to rather uniformly have trouble digesting the idea of a story where *nothing* happens, despite outwards appearances to the contrary.slo said:Cod. You meant cod. It's ALWAYS cod. If someone does not like a walking sim, it is always immediately assumed that's because he can only play cod. There's no way someone can be disappointed by anything else about a walking sim. Only that it isn't cod.IamLEAM1983 said:But of course, there's a subset of the gaming population that snobs anything that's not overproduced, packed with recognizable gameplay features or geared towards the competitive sector.
Really? Yahtzee's videos run for longer than it took me to write this, and I'd consider them succinct. Then again, brevity varies from person to person.slo said:That's a disturbing amount of words for such a simple topic.
So by your logic, all the games that don't use experience point systems or gunplay mechanics, to name only a couple of the standard systems, deserve criticism. Okay, then - I'll have to politely disagree. If a dev uses what he needs and uses it well, he doesn't need to fish into the standards of industry more than he already has. Does Dear Esther need a set of guns to be interesting? Granted, if you go into this expecting a "game", you'll be disappointed. Dear Esther's an interactive experience, but it isn't focused on giving you a sense of empowerment, nor on giving you a clear set of tasks.slo said:Not just because they aren't games. When they get flak for that it's because they should, there's nothing wrong with it.
That's... not very encouraging. Again, following your logic, a game like Firewatch is equatable to a bowl of piss masquerading as apple juice. If anything, you're just proving my point. Expecting traditional game mechanics out of Firewatch is a moot point, as is the idea of expecting a traditional ending.slo said:You would have trouble digesting a bowl of piss that isn't apple juice despite outwards appearances to the contrary. So that's pretty justified too.
They need positive reviews since their "Hug A Spider" campaign didn't produce encouraging results.UNHchabo said:
Um - I didn't hate my time with Dear Esther, Everybody's Gone to the Rapture, Amnesia: A Machine for Pigs or even Gone Home. I loved The Stanley Parable and The Beginner's Guide, actually. Consider this, and look at my Steam account. Look at my Skyrim hours, my New Vegas and Borderlands 2 hours. Guns have their appeal, but I'm okay with dialing things back from time to time. If I can make that distinction, so can other people.slo said:Might be stemming from the fact that most of the folks who adore walking sims have little to no experience with games and poor understanding of the medium. It's never Myst or something.
As you say a few words later, who cares? Some people came out of Gone Home feeling enlightened about feminist issues as represented in the early years of the Third Wave, or considered it was a touching portrayal of certain problems LGBT representatives have to go through. If games are going to garner the widespread appeal they so need to finance their increasingly bloated budgets, artistic value is going to be something producers will need to examine in future. The average Call of Duty has the cultural value of a sack of potato chips, but projects that embrace less obvious avenues of approach have the potential to be discussed. Stuff like Neverending Nightmares, for instance, and the way it depicts schizophrenia.slo said:No they're not games, they have no gameplay.
Does that really matter? Let's imagine that a comics shop decides to round out its income sources by displaying art pieces from local creators. A comics lover walks in and reacts the way the Steam folks cry foul about walking sims. "What's all this art doing in my comics shop?! I came here for the latest Spider-Man print, I don't want to see that pretentious bullshit!"slo said:Same with walking sims, mark them properly and there will be less disappointment and less downvotes and less bad reviews.
Visual Novels and walking sims don't have the same aspirations. VN's actually have a story to tell, and not much of a point to make. "Hatoful Boyfriend" isn't about anything grandiose or philosophical, it's about a school partially populated by sentient birds. One of the granddaddies of the genre, "Season of the Golden Witch", is about a cursed Japanese dynasty reuniting on a yearly basis to air out its grievances and fall apart in a cross between Shakespearean drama and a classic Whodunnit - spiced up with vaguely Gothic Lolita-esque visual elements.slo said:And come to think of it, walking sims ARE visual novels, just very poor ones, since they can't be of decent length or render any characters.
Assuming you understand what walking sims are trying to get at, what other expectations would you maintain? If you know what The Witness is about but still expect, I don't know, guns and tangible characters or a progression system out of it, I'd have to say you're a bit off-mark.slo said:Setting wrong expectations is a pretty valid approach, and shit given to that is a pretty valid shit. Do I really need to elaborate?
Market "Waiting for Godot" as a murder mystery and you will receive shit for that. If that was your goal - con-fucking-grats.
Aw, shucks. I actually gave the North Korea mod a shot - it replaces the game's narration with fat jokes about Kim Jong-Un and it adds random 2D sprites of Ken Jeong playing the guy that you can shoot down with a gun painted in blue and red stripes. Every time you squeeze the trigger, a kickass guitar solo plays and Randy Savage descends from the parting clouds. He gives you Slim Jim items you can use to turn the island's radio tower into a Ubisoft Radio Tower, complete with random mooks to kill.slo said:And no, Dear Esther does not need a set of guns to be interesting. It won't help. Nothing will save Dear Ester, not even dinosaurs and jetpacks. It's that bad.
I like the way you think.Blood Brain Barrier said:Things that walking is more interesting than:
-Shooting a bunch of people/monsters/animals for hours on end.
-Running around like a headless chicken collecting XP to level up
-Tedious and repetitive swordplay against a (insert scary foe)
-Watching cutscenes of meaningless dialogue
-Collecting 50 bear skins to make a bearskin armour
There you go. I think I've covered most of modern gaming there.
She has a breakdown regardless. Maybe she gets one faster if you ignore her, I don't know, I didn't feel inclined to play it a second time, but she breaks down even when you do converse with her.Rawbeard said:so apparantly in Firewatch you can just not talk to the boss lady and she basically has a breakdown. interesting they put the effort into that.