Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Wed Dec 30, 2009 12:03 am
No, that's exactly my point: the game doesn't need an "objective." And in fact, that's sort of contrary to the rest of the game. The game gives you ALL the visual clues you could ever need as far as where to go next. It doesn't need to hold your hand. And it SHOULDN'T, because hand-holding is contrary to the feel of the game. Once you complete an area, there's an obvious trail leading to the next. All you have to do is look for it. It does not need to be pointed out. And it certainly doesn't need to be pointed out at the expense of player control.
As for your second question: waste my time how? What are you referring to there? Why waste my time playing the game? Because I thought it would be fun. I had seen it played and messed with the motion controls a bit. The motion controls are brilliantly done, almost telepathic at times once you learn to stop overthinking them. And the visuals are beautiful. And the audio is great. So I downloaded it and found that all of that was overshadowed by the game trying to make me play its way instead of just letting me enjoy what it had to offer as I pleased.
Or why waste my time with this post?Because this is a growing problem. So many developers these days are determined that their games be played THEIR WAY that they forget that games aren't about THEM at all. And Flower is the perfect example of how this problem can ruin an entire premise on its own. Don't TELL the player how they are to play the game. Just let them play it.
This problem presents itself in other lesser forms, too. Zelda, one of my favorite game series, is guilty of the "camera steal" for completely stupid things. Do something in a dungeon and the camera flies away to show a statue move. Or, worse, the DS Zelda games spend several seconds showing EACH DOOR opening from a first person perspective. I can see the doors already, thanks. I don't want to wait 30 seconds to watch them all open one at a time. Stop forcing me to notice crap. If you've designed the game well (as is the case with Zelda and Flower) I will ALREADY be looking for what you're trying to force me to look at. Don't MAKE me see it, LET me see it. One of them is distracting and annoying, the other is not. Plus, the 2nd is more rewarding for me as a player.
I guess the answer to your question, if I'm interpreting it right, is:Because I wanted the game to be good, and it let me down.