Watched a video on YouTube about this and it made some good points.
If you play a shooter from the 90's or early 00's and compare it today, you'll be quick to notice the amount of changes ranging from the amount of weapons to the various ways you can kill a person.
Now if you compare dialogue options and story telling mechanics from early games to games from this generation, only a few have strayed from the norm. You talk to someone, there about about 5 dialogue options with basic, if then, relationships, the story continues.
Maybe I'm alone in this, but I do play a story mode of a game to actually be entertained while a well put together narrative. I understand there will be games that are about violence and need shooting galleries of enemies in them in order to be successful. But why does a game like LA Noire need wave after wave of enemies? Tomb Raider? wasn't the Tomb Raider game supposed to show the progression of Lara Croft from a timid person into the courageous person that we know her as? As soon as you pick up a gun in that game, Lara was a killing machine.
Instead of throwing a platoon of enemies between the player and their objective, I think developers should think to themselves if putting enemies in a certain location add to whatever they're trying to convey to the player, or are they just trying to add empty hours of gameplay to a game?
Just my two cents
If you play a shooter from the 90's or early 00's and compare it today, you'll be quick to notice the amount of changes ranging from the amount of weapons to the various ways you can kill a person.
Now if you compare dialogue options and story telling mechanics from early games to games from this generation, only a few have strayed from the norm. You talk to someone, there about about 5 dialogue options with basic, if then, relationships, the story continues.
Maybe I'm alone in this, but I do play a story mode of a game to actually be entertained while a well put together narrative. I understand there will be games that are about violence and need shooting galleries of enemies in them in order to be successful. But why does a game like LA Noire need wave after wave of enemies? Tomb Raider? wasn't the Tomb Raider game supposed to show the progression of Lara Croft from a timid person into the courageous person that we know her as? As soon as you pick up a gun in that game, Lara was a killing machine.
Instead of throwing a platoon of enemies between the player and their objective, I think developers should think to themselves if putting enemies in a certain location add to whatever they're trying to convey to the player, or are they just trying to add empty hours of gameplay to a game?
Just my two cents

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