Gnidrologist said:
For me this all sounds more like whining of a spoiled console kiddie, ''Ooooh I want smarter AI, more freedom, better voice acting and no loading time..gimme gimme gimme boohooo.....''
Those *are* real issues, and most of what you describe is by far what sets consoles way down on the food chain compared to the complexity PC games can offer.
Some relevant points were made considering riddiculously boosted game difficulty by including infinitively respawning monsters and not alowing to save anytime and also the hypocritcal policy of gaming industry against maturity and profanity in computer games.
All the other shit is just some kid's utopic wishlist for futures gaming I could sign under as well, but I won't.
Way short for a medal in my opinion.
I believe it is totally called for, since most of the recent titles fall prey to many of the mistakes the fellow mentions. These are things developers have been promising since the PSX, a shitload for the XBrick, but many of the promises fail to see the light of day.
Much of it could even apply towards PC gaming as well. The smarter AI? I have yet to see wholly competent AI in games, and some developers continue to disappoint us in this aspect.
The points about bullshit graphics? Exactly so, and a majority of games do not use real in-game footage for their advertisements, instead using a pre-rendered CGI clip - or amazingly,
no trace of the game whatsoever (an X-Men Legends ad).
Actual variety for sound events, for them to not become ad nauseum within five minutes of playing the game. You have the person in the studio, depending upon guilded status might now become even more pricey, add a line to the fucking randomizing engine to regulate the use/rotation of the events, and make the monkey work for their cash. Add some more lines, and don't be afraid to tell them that something needs to be redone.
Immersion and the hand of god. Nothing is more unrealistic and game-breaking than a destruction of the game's reality. If, for example, you are going down a mountain and you suddenly fly off into empty space - that isn't "limitation", that is simply poor design. It is not only annoying, but it usually takes away time for mistakenly taken the wrong path of the "many paths down the mountain" aspect. Visual presentation is what makes a lasting impression.
The rest is pretty much a good commentary on some of the good and bad points of putting a game together, and how many developers neglect one or several aspects of them. Perfect parallel to PC gaming.
If what the console knows of trends could fill a bucket, you would be drowned by the flood of PC trends and games that have failed due to them.
16. This is the crutch of many games, and can even be expanded to say "Don't use X feature/capability as anexcuse to release a broken game."
17, a good commentary about how other capabilities are making people miss out on good games they would otherwise be enjoying.
18 is a likely suspect for a LOT of trouble (including the fiasco around paying a lot for a few Halo maps), as I also remember a game series for the Atari 2600 back in the 80's that was planned to have four parts. Only three parts ever saw the light of day, not only
fucking up the Swordquest Contest, but also disappointing those who bought into the "series". Oh, they are also pretty much unplayable if you don't have the comic book to accompany you in playing them.
I feel that they are spot on with this article, as it is exactly what the industry as a whole has suffered with for some time, and a good supplement to The Underdog's Scratchware Manifesto. Scratchware is cheaply designed software designed to be entertaining, versus those that are Hollywood budget but offer shiny shit.