Have you ever played a game that assumed you were an idiot? A game that held your hand so you could win at it? How did this make you feel? Did it undermine the gameplay experience for you, or did it make the game more enjoyable by guiding you towards your objectives?
EDIT: Some of you mentioned it's the worst when you can't turn off the tutorials or arrows. To this I wholeheartedly agree. I also now realize this is why I couldn't stand fable. For a game that should be about exploration it sure does a great job at trying to keep things linear.
I recently borrowed Perfect Dark Zero from a friend. I know that Rare was only a shell of it's former glory at this point, but still I was astonished at just how much lost potential there was in this game.
I couldn't quite put my finger on why the game bothered me so much. Sure it was just like every other FPS. Sure it focused too much on graphics and a cliche story. But I could forgive all this if if the gameplay was great. The thing is, it wasn't half bad. The single player campaigns seemed to attempt to stay objective based, and span multiple locales and scenarios, and feel like they should be entertaining and diverse...but they fell short.
I knew what it was that was bothering me though, as soon as I got lost in the first couple of stages, and an "Objective Arrow" was pointing to where I needed to go, as if to say "This way dumbass".
The problem I have with this is that because the level design wasn't intuitive, they compensate by giving you a linear path to follow. They make a level big and open and then when you try to explore every nook and cranny, an arrow appears on the floor telling you to go another way. Why make the levels all big and expansive if you don't want the player to see all of it? What is the point in all these fine detailed maps and graphics if you don't want anyone to pay attention to it?
It undermines the gameplay experience for a gamer when a company tries to cater to people who have never played before. I didn't need a guidance arrow in Goldeneye and I figured out where I was going. Anyhow, that was my experience, I'm sure not everyone agrees with me, so what's yours?
I couldn't quite put my finger on why the game bothered me so much. Sure it was just like every other FPS. Sure it focused too much on graphics and a cliche story. But I could forgive all this if if the gameplay was great. The thing is, it wasn't half bad. The single player campaigns seemed to attempt to stay objective based, and span multiple locales and scenarios, and feel like they should be entertaining and diverse...but they fell short.
I knew what it was that was bothering me though, as soon as I got lost in the first couple of stages, and an "Objective Arrow" was pointing to where I needed to go, as if to say "This way dumbass".
The problem I have with this is that because the level design wasn't intuitive, they compensate by giving you a linear path to follow. They make a level big and open and then when you try to explore every nook and cranny, an arrow appears on the floor telling you to go another way. Why make the levels all big and expansive if you don't want the player to see all of it? What is the point in all these fine detailed maps and graphics if you don't want anyone to pay attention to it?
It undermines the gameplay experience for a gamer when a company tries to cater to people who have never played before. I didn't need a guidance arrow in Goldeneye and I figured out where I was going. Anyhow, that was my experience, I'm sure not everyone agrees with me, so what's yours?
EDIT: Some of you mentioned it's the worst when you can't turn off the tutorials or arrows. To this I wholeheartedly agree. I also now realize this is why I couldn't stand fable. For a game that should be about exploration it sure does a great job at trying to keep things linear.