Haha, I'm British you silly sausage.cuddly_tomato said:Ahhh... That's not what we mean by intuitive. Sorry I know English isn't the first language of a lot of folks here. Intuitive is the fluidity and ease of the gaming experience. How well balanced the controls are, how 'natural' they feel to use them, how well they mesh with your reflexes, how much sense the information on the screen makes, how easy it is to interpret that data and adjust your gameplay accordingly. It would also apply to things like menu functions. Does the menu make sense? Is equipping armour or weapons handled simplistically and easily or is it frustrating as hell?
I think you probably mean innovative? That it brings nothing at all new to the genre but just upgrades what has gone before. In this case I agree entirely.
But anyway, what I meant was intuitive and thoughtful game design rather than intuitive controls. The introduction of game mechanics or features that have been overlooked or not used before at all in a way that benefits the game. Take the physics puzzles and the gravity gun from the Half Life series or the fear factor in Silent Hill. The Half Life examples were totally new and different and gave the game something different and the Silent Hill psychological horror took that idea and did it properly for the first time I can remember. And that's just keeping it in the whole running about with guns genre.
And yes, retrospectivly innovative would've been a better word to use, but there you are.