Showing posts with label shenmue. Show all posts
Showing posts with label shenmue. Show all posts

Tuesday, December 3, 2013

Gameplay is a Vehicle

Gameplay is an important part of a video game. In fact, it's what makes a video game, well, a video game. Without it, we just have a movie. In most cases, the focus of a game is on its gameplay and mechanics. In others, it's a way to progress the story with elements of interactivity. Gameplay is the vehicle in how the medium moves along, while the game's layout and story is the track.

A while back I was playing Final Fantasy X in an effort to work through my backlog of video games. I can't say that I've picked up the game for a while. However, it got me thinking about the mechanics of the battle system, and how it differed from my other experiences with other Final Fantasy games. FF X uses a turn based battle system, that also changes with the actions that the player takes. For instance, a standard attack will keep the order of battle. However, if I decide to use an item, use an ability, or cast a healing spell, the order is changed. This allows me to strategize, and puts more weight on the decisions that I make in battle. Though, admittedly, I was playing Final Fantasy X for its story, as opposed to its gameplay. While the battle system is solid, it's nothing all to special. Granted, it's a majority of the game, but it's more of a means than a focal point. Final Fantasy games, and other RPGs, are primarily all about the story that they want to tell. However, gameplay is still important. Gameplay is the reason I haven't invested as much time into other Final Fantasy games. I find that the ATB system isn't functional, nor conducive to carrying the game. There's nothing wrong with a turn based battle system. Pokemon proves this with every game. Turn based is safe, and reliable. Like a mini van.


That being said, other games have an immense focus on their gameplay, such as fighters, platformers, shooters, and the like. These games spend a long time in development having their mechanics worked on. Having them be refined to the highest end. To make the controls tight and responsive. Super Meat Boy is a good example of this. In SMB, the player has full control over the character, yet is sent against nearly impossible obstacles. These boards are extremely difficult, but can be overcome with skill and patience. It's all possible within the confines of the games mechanics. Like a driver trying to shave off seconds to get a better time each lap, or to move up to the next position on his conquest for first place. Games that focus on their gameplay are like sports cars. Their fast, responsive, and extremely dangerous because you'll end up dying a lot. Though, when you've mastered it, you come off looking like a badass because you can swerve around corners and maintain control every inch of the way. Games with gameplay are its primary function are like a Lamborghini.


Some games don't necessarily have a set track. They allow the player to go anywhere, and do anything that they want to. These games can go off the beaten path, and go mudding, get dirty, and have fun doing whatever catches their fancy. Skyrim is one of those games. Skyrim allows players to go wherever, and do whatever they please. If they wish to become a master of the arcane arts, then they can do so. If a player wants to become a master of the sword, wearing heavy armor, and carrying a shield to plow through enemies because stealth is for the weak, then they can do so. If the player wants to be a deadly shadow that takes out his enemies from a distance, or slit throats, then they may do so. If the player wants to become a werewolf; and the list goes on. Other games like Just Cause 2, let the player go wherever they want, and blow up anything they want. These game can allow for total exploration, for both on and off road. These games are like a Hummer.

Hummer Humvee Military Vehicle - Front Angle, 2003, 800x600, 1 of 2

Some games try and do something different. Some games experiment. They've still got four wheels and an engine, but there's something... different about them. They don't obey what is traditionally considered a game, they do things differently because they understand that games can do more. The Walking Dead video game by Tell Tale Games tells an emotional story, with character, and heart. The game doesn't really have anything of a traditional game. There isn't much action, yet there's a lot of drama. There is gameplay to be sure, but not as we understand it. Games of earlier days were still experimenting with gameplay, and game design. The Dreamcast is home to many of these, including: Ecco The Dolphin, Crazy Taxi, Jet Grind Radio, Space Channel 5, and Shenmue are only a handful of games that broke the mold of what a game is. These kind of games take what we know as a game, and modify it to become something more, something different, something wonderful. These games are kind of like... well, this:


As important as gameplay is for a video game, it's really more of a vehicle. How much fun you have with that vehicle is how well it functions. Game play is absolutely crucial to a game, as it can make or break it. There have been several times that I haven't completed a game because of its broken gameplay, as everything hinges on it. That being said, it isn't everything. If Mass Effect didn't have the story, or universe that it did, it wouldn't be the same game. 

What are some games that you play for just the gameplay, or vice versa? Are there games out there that you couldn't care less how the gameplay and mechanics were so long as you got to experience the story? Let me know in the comments!


Monday, November 18, 2013

Quick Time Events, or QTE, or WHAT IS THIS?!?!!

People often complain about the irritation of quick time events. Understandably so, they often come out of nowhere with no real warning. They change up the rules of how the game is normally played. What makes matters worse is that a failed QTE means certain death and failure. This is problematic.

I think that there are three different kind of QTE types:

1: The kind of QTE that is suddenly sprung on you out of nowhere. These are bad. They are frustrating, and don't make any sense.

2: The finisher. These QTEs come into play in moments where it isn't necessarily essential that the player gets all of the button presses right, and usually the penalty is minimal.

3. The whole damn thing. I haven't seen many games that are entirely quick time events, save for Heavy Rain, Indigo Prophecy, and recently, Beyond: Two Souls. All of which were written and directed by David Cage.

So, let's start with the first kind.



Shenmue for the Sega Dreamcast was one of the first games that I, and many others, experienced the QTE. The QTEs were not the central mechanic of the game, but they came up a lot. They were frustrating, as all QTEs of this kind are, and failure meant that I would have to try it over, and over, and over again. Most button presses are arbitrary and don't hold any context within the quick time event. Games are made up of rules, and when suddenly the rules are changed, it's uncomfortable and it isn't fun anymore. I'm not really sure as to why the game industry kept this game mechanic, and why they keep perpetuating it is kind of beyond me.

2. The Finisher.

Usually this kind of QTE will show up in games like Baynetta, God of War, or Devil May Cry. These QTEs are just kind of there. Most times they exist to create a more interactive experience when finishing off enemies, as opposed to watching a short movie of your character doing something awesome. Having these QTEs puts all of that awesome on you. That's a lot of pressure, and if you mess up, you make the character look bad, and usually cost them a chunk of health. I think that God of War is the prime example of this.

Players take the reigns of Kratos, badass Spartan Greek God killer, and is completely reliant on QTEs to get the job done. The thing with these quick time events in particular, is that if you mess up, and get the chance to do them again, for some reason, the button changes. That's right, if you accidentally press circle rather than square, and are absolutely determined to press square the next time that button press comes into play, it will be something different. It might even be a joystick movement. These quick time events are unpredictable, and each one is never the same as the last. Each enemy in God of War has its own execution animation, and with it, its own quick time event. Players can be facing down two of the same kind of enemy and execute them with a different combination of button presses. That sounds interesting, but it puts me on edge every time I hit the button to start the sequence. These kind of QTEs are just unnecessary.



3. The Whole Damn Thing....
 David Cage is praised by some, and loathed by others. His games only operate using quick time events. This system doesn't really quite work all the way. Usually quick time events force players to use buttons that generally have some type of context. In Shenmue, the A button will prompt when Ryo has to do something related to his legs (jumping, juking, kicking, etc.). While games like Heavy Rain, have no context for any of the button mapping. Triangle has no relation to anything, nor does any other button. There is a sequence when the player has to shoot some dudes, and it uses the R1 button to pull the trigger, it makes sense because the players trigger finger naturally falls on the R1 button. However, for the rest of the game, players press buttons like some kind of DDR. Generally the buttons, or joystick movements, will related to objects in the environment, or directions the characters are supposed to go. But when a fight breaks out, and players are assaulted with button presses, it's a frenzied panic of confusion. Admittedly it is exciting, and visceral, and really entertaining to watch, but at the end of the day, it all boils down to Simon Says. and if you ask me, Simon doesn't know what he's talking about.




What are your thoughts on Quick Time Events? Do they add to the gameplay? Are they unnecessary? What are some of your favorite, or least favorite moments in QTEs? Let me know in the comments?