I think most intelligent posters here understand what a story-driven game is, that isn't the issue here. The problem with The Walking Dead is that it doesn't really have much gameplay. What it mostly has is basic interactivity, that helps shape the narrative that it tells. When there is a bit of gameplay, it lacks agency, is unsatisfying, is far too easy, and a lot of the time has very poor controls. I think most people would agree that the actual segments of gameplay in The Walking Dead got in the way of what the game's primary focus was, its narrative. When you have a game whose gameplay feels like frivolous trite, then why are you making a game?poiumty said:Holy shit look at all the people who don't understand what a story-driven game is.
Didn't we all agree that games are starting to become, and should be, more than just tic-tac-toe with shiny eye-candy? You know, all that talk about how videogames are becoming more than games and we should find some other term for them?
Because you're being really obtuse, complaining about "gameplay" in a title such as this.
GOTY is still Dark Souls for me, because I'm a PC gamer. The waiting was worth it. But Walking Dead was pretty good too.
Though I still prefer some of my visual novels and other obscure shit I read if we're to only take the story part into account.
I understand minimalistic game design, and I am sure many of you will argue that having minimalistic gameplay was not only a choice of the developer, but also better serves the experience that The Walking Dead attempts to create. I wholeheartedly disagree. Let's take a look at Journey, another game that came out this year. The gameplay of Journey was very minimalistic. You spend most of your time walking, there is really nothing that goes on in the world you traverse, and the only method of communication you have with other players is a fleeting light that is accompanied by a chiming noise.
Here's the difference between The Walking Dead, and Journey though. The juxtaposition of minimalistic gameplay accompanied by the Journey's atmosphere and tone aids the overall emotions that the game attempts to evoke. Walking from point A to point B evokes feelings of isolation and hopelessness as your ultimate destination seems so far away, almost to the point of being unobtainable. Cultivating emotional attachment to fellow players that you come across while playing the game, despite the utter lack of any means of sufficient communication, demonstrates our ability to sympathize, humanize, and collaborate with beings we can relate to and share a commonality with.
In The Walking Dead, the gameplay of the game did nothing to serve the emotions it attempted to evoke, and in most cases pulled you out of the experience. The controls during the shooting sections were terrible. The puzzles were laughably simple, and felt more like a chore. The sections where you had to find a specific object in a confined space to progress through the narrative were both boring, and interrupted the pace of what was happening.
What I, and others are arguing is when you have a game whose gameplay gets in the way of the experience, something has gone terribly wrong. I for one don't think that the devaluation of gameplay is evidence that the medium is evolving, and definitely don't think that such efforts deserve accolades like "Game of the Year." Gameplay, not interactivity, is the one thing that makes video games as a medium unique. Why not embrace it?
I know some of you are going to challenge me on what I mean by interactivity versus what I mean by gameplay, so to stop pointless squabbles about that, I'll define what both mean.
Interactivity purely means to be able to have input in a system, with a result.
Gameplay is the partaking of a challenge within a system, defined by rules, in which a quantifiable outcome results.
The dialogue choices in The Walking Dead do accept input, and do have a result. They do not present a challenge that results in a quantifiable outcome. You obviously can't fail the dialogue choices in the game, and the results of the dialogue choices are not quantifiable; they elicit different emotional responses from each player that are both relative and can't be measured. Calling the dialogue choices in The Walking Dead gameplay would be like calling the ability to move your mouse and click icons on your desktop gameplay. You don't play your desktop, you interact with it, just like you don't play the dialogue choices in the Walking Dead, you interact with them.