"This game shouldn't have that. It's unncessary."

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Callate

New member
Dec 5, 2008
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I'm actually kind of a fan of "the unnecessary", within limits. As "open world" games become increasingly de rigueur, part of what separates the wheat from the chaff is a willingness to create content that some players will never partake in in the name of creating a rich, vibrant, believable world that feels like it's full of opportunities for entertainment.

Especially contrasted with the "We created five activities, and you're going to do all of them! And by God, if we skinned a snow area, you're going to go to the damn snow area if we have to knock your protagonist over the head and drag you there!" approach.

Now, obviously, there are limits and exceptions. At least one person has brought up gratuitous multiplayer in largely single-player experiences. And it's entirely possible to make a game that's "broad, but shallow"; there are many things to do but they're all trivial and unfulfilling and don't contribute much. A desire for variety and/or detail should never feel like it was given priority over creating something that a player would go through from beginning to end and feel they had had a full, robust experience. You shouldn't budget for chrome and hubcaps and neglect the engine, so to speak.
 

RJ 17

The Sound of Silence
Nov 27, 2011
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When people say that something is unnecessary in the game it's usually to point out redundant systems/mechanics...or systems/mechanics that serve absolutely no purpose to the core gameplay. Luckily: such things can easily be ignored.

That said, though, Tracer in Heroes of the Storm is certainly and completely unnecessary. :3
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
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I would say that what isn't necessary are all the things that get in the way of the fun. Anything requiring always-on BS, for one. I mean, some people like multi-player, but that's suppose to be optional, yo.