sma_warrior said:
...This thread is a discussion on why it's wrong for me to question why some areas of any game could not have been done better and/or differently. Why should I just be prepared to sit quietly, and accept the reviews and say nothing more for fear of being ripped limb from limb by those who take offence at the mere thought that someone may not agree with their view that a game is nothing but perfect?
You shouldn't. Indeed none of us should. We outnumber the reviewers, we are entitled to our opinions and we have actually paid for the games.
The crux of the problem is that professional reviewers are journalists. This prevents them from offering constructive criticism, such as offering up
hypothetical creative solutions that may have fixed the flaws in the gameplay if they had been able to advise the developers.
It is far too late!
Sometimes you can detect a murmur of 'concern' about
framerate, or
dodgy collision detection whilst the game is at Preview stage, but they are very careful not too show themselves up as not knowing a damn thing about what
is and
isn't possible with current team sizes, middleware and innovations in programming.
This is because they cannot write code only text, unlike some people who frequent these forums.
So, I think, given that every game seems to be turned into an epic trilogy (and now Valve are trying to break sequels down into episodes), the audience should feel free to make suggestions on how to improve a series - and not 'writerly' subjects, like character development, dramatic pacing, art direction and atmosphere (i.e. graphics, sound and tactile feedback), but 'game designer' subjects like ergonomic control mappings and increasing replayability through greater nonlinearity. How should the Save system work? Checkpoints, quicksave, limited lives, time-rewind or some combination of these? How should Health work? Fatigue, shock, bleed-out, buddy resuscitate, health packs to collect when injured or collect and use when needed, segmented health bar, recharging shield, body armor, automatic first-aid, or attend to injury mini game when you've limped to cover? What happens in Multiplayer? Permadeath, fast/slow respawns coupled with brief invincibility, spectating, switching teams, or late-joining another match?
There are so many options, did the developer pick the right one? What could they do better next time?
Sure, you're gonna sound like a wannabe game developer, but I feel a healthy discourse would at least inform our purchasing decisions.