![]() ![]() And secondly, I guarantee that 95% of the players back then when Genshin is about to release or had just released were thinking about the game's mechanics like any gamer would, very few only gave a fuck about the story if there were any because no one knows of the story yet. Why go to a game to for its story (with the exception of story-centric games like Life is Strange) when you can just go find yourself a goddamn movie or series to watch. The reason why its a game is the purpose of gameplay primarily. There's actual purpose of being the best or at least strive to be better. This is exactly why I switched to Tower of Fantasy as the endgame content there has more depth and substance than Genshin does. Perhaps I am totally overthinking this but it crossed my mind several time while watching. Obviously that is not your point at all and talking about the destinction of what competetive can mean earlier might be helpful. Some of those watching, whom you might want to inspire to think about these things may well have left already on the assumption that you want genshin to be a pvp game or esports viable. You clarify what you mean pretty well later in the video. Especially when you then bring up games such as League of Legends. However the people you adress might not have delved into this topic as much. When you talk about the competetive nature, you are fully aware that that does not equal pvp. Try talking to profesional musicians who don't play the game about its sound track and sound design for instance. Its a shame to see so much potential wasted when parts of the game have such flashes of briliance. ![]() If they fully embrace either or both (because action rpg and story driven are in no way exclusive to each other) their tree would really be a monument. What it boils down to is that they are making a bad version of the game they are proclaiminnnng to make and at the same time not developing the potential great game that they have. I get that predatory gatcha monetisation is attractive for a company but they have to understand that the game they proclaim to makes needs to be groundbreaking and inovative in more areas to cater to both its genre and being a live service game. Live service games have a need to keep you engaged for a much longer time. You buy them play the story, explore the world and buy the next one. Why is this a live service game? There are many games that focus on story and exploration. Why is the combat system the biggest area of inovation where as the story especially is lacking innovation in its presentation entierly? I think the story is awesome but its presentation through walls of text dialouges, telling not showing feels like it got stuck in the early 2000s.ģ. Why is there no story or exploration end game?Ģ. It does throw up a few questions though:ġ. If they want the game to be about the story and exploration than that is a valid direction.
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