Tarolock (EUNE)
: not only that but instantly getting a camp without the other team having any way of stopping it AND giving the buffs for 3rd player is pretty op
"He knows the secrets of the natural world, and holds deep friendships with all things that grow, fly, and scuttle." - Nothing else matters.{{sticker:galio-happy}}
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Rismosch (EUW)
: So you are right because you disagree? Stupid logic... Gaming is one stupid market place, where greedy companies try to milk everything out of their players. Assassins Creed is an example how money can ruin a game. The game is repetitive, you do the same thing over and over again. It doesn't use it's mechanics in a clever way, and instead of challenging you, it throws at you the same mission over and over again. The developers could've made interesting twists on it's mechanics, reinvent it again and again, but that would've cost too much money. Instead of putting the money into the leveldesign, they put it into the graphics and visuals, so the trailers look good so stupid customers buy it. Just recently with Star Wars Battlefield 2 you see how far a company is willing to go to make the most money, while sacrificing almost everything of it's gameplay. All those big big tripple A developers don't care about gameplay or leveldesign. They do the same stuff over and over again, because it is easy and cheap, and players buy it anyway, like Hollywood. The media has put a bad light on gamers, so people seeked out to prove that gaming isn't wrong. Because of this, people are now proud to be a "gamer". It is justified that they can buy shit games, because a "gamer" has to play that stuff, otherwise he isn't a "gamer". And the developers know this. So instead of actually making good games, they make the same things again and again, just to please those proud "gamers", while making shittons of money at the same time. And all those reviewers make it even worse. They never give games something lower than a 7/10, because they are payed by those tripple A companies. Also they upset every single fanboy if they rate a game lower than that. So most reviewers are literally useless, yet so many people listen to them. In the end, people listen to others not to build an opinion, rather they listen to others to strengthen their own opinion. --- This is why indie games are in most cases so much better designwise than any tripple A game. An indie developer team is small and can't afford to pump in super realistic graphics and hours of gameplay. They have to focus on the leveldesign to make a good game. The leveldesign is everything. And because many indie developers know that they wont make big money, they don't even try to make a money grabbing game. Yooka-Laylee is also a prime example of a game, where the developer shit on gameplay and focused only on money. The hype was there, people are nostalgic because of it premise to be like Banjo-Kazooie, and they abused it. Yet the game was so bad, it failed hard, despite the attempt to grab money. So indie games can %%%% up too, but since there are many many indie game devs out there, more than the amount of tripple A developers, it's save to say that many indie developers do not primarely develop for money. --- When it comes to good gamedevelopment, then every single decision is important and money is only secondary. In todays tripple A games you have so many weapons, skills, abilities and what not, it's quite astonishing how such games can only create accomplishments in such an aweful, aweful way. Fumito Ueda, the designer of _Ico_, _Shadow of the Colossus_ and _The last Guardian_ emphesizes so much on "Design by Subtraction". Basically what this development philosophy means, is that you want only your core game to be playable. If your game doesn't need something, get rid of it. Do this until you have only the important stuff. Because of this, Fumito Uedas games are relatively simple with no meat to it, but they sure do convey a clear and obvious message. Note that I don't say his games are good, especially _The last Guardian_ is frustrating as hell, but what the games try to tell you and what the core message is is fairly obvious. Now take Nintendos development philosophy. They put fun first. While many, if not all tripple A companies make games by putting one gimmik ontop of each other, Nintendo makes games with just 1 or two game mechanics in mind, and building everything around it. Like Fumito Ueda, Nintendo makes simple games, that have just one core mechanic or message; but unlike Fumito Ueda they build ontop of that, giving their game more meat. This philosophy of just one gamemechanic is so influencial, that even the graphics and visuals are designed around the mechanic. All videogames today somehow have a dude with a gun on the coverart of the games. Why? Because you play a dude with a gun. Tripple A companies make games, by creating a badass character, that is more or less relatable, putting him/her in some universe, and the gamemechanics then emphesize the story and environment. Nintendo does that the other way around: Splatoon was first an idea, of where you would cover the floor and walls with paint. Then they thought, which characters would fit for such a mechanik? Nintendo then came up with Inklings, human and squid hybrids. It makes so much sence with the ink and the characters swimming in it. Heck, even the original Mario was designed this way: It was a game about jumping. How do you kill enemies in a jump-game? You jump on them. Today this seems obvious, but before Mario, virtually no game killed enemies by jumping on them. How do you access powerups? You jump to hit a block from below! What if there is an enemy that you are not supposed to jump on? Just put spikes on them! It is literally that simple. Of course you sacrifice a damn good story and amazing universe for good level design, but the end result is just soooo good. Shigeru Miyamoto once said "A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once." For example the hat in the Mario Odysee does not only "kill" enemies, but also gives you the ability to get their abilities. And throwing the hat also stays in the air for a bit that you can jump on. Some levels even reinvent this idea, by straight up removing your hat. This is clever and good gamedesign. Portal is also a good example which resulted because of this design philosophy. There was the idea with portals, and then they build the universe around it. They didn't said "Hey let's make a game about a testing facility. What do they test? hmmmmm...a Portal Gun!". No, it was the other way around. The Portal Gun was the idea to place the portals, and since that is fairly futuristic, why don't create a futuristic environment? And the testing facility is a great excuse to put one level after another, without ruinig the narrative. But since Nintendo doesn't design for money as the primary reason, they aren't as successful as tripple A companies. They don't abuse all those money grab attempts, but their games are damn good. I take indiegames and games from Nintendo over anything a tripple A company made any day, because those games are just so much better. I don't care about story and stunning visuals. If I do I go and watch a movie. When I play a game, then the game should be fun. If fun is only put secondary, then the game is straight up garbage. So yeah. Assassins Creed is garbage. You may like it, and compared to other tripple A games it may be good, but compared to indie and Nintendo, it's just pure garbage.
> [{quoted}](name=Rismosch,realm=EUW,application-id=2BfrHbKG,discussion-id=rwgnZUIt,comment-id=000700000001,timestamp=2017-12-14T19:08:17.805+0000) > So yeah. Assassins Creed is garbage. You may like it, and compared to other tripple A games it may be good, but compared to indie and Nintendo, it's just pure garbage. Good speech, but the last paragraph is heavily attracted to the ears. "AC4 BF" game about gameplay and not history, the story in it is secondary.
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