Forum Overview
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Watch Dogs
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There's no reason why any game that supports indefinite pausing...
[quote name="Jerry Whorebach"]...shouldn't also support suspending and resuming, for the energy savings if nothing else. No reason outside of technical limitations, of course, but those haven't been a legitimate excuse for at least ten years now - even on portables! I tell you what, if I was Cernying up a new games platform, suspending and resuming is exactly the sort of genuinely useful functionality I'd push to incorporate at the OS level. [quote]watch dogs only had to be a near-future gta3. hell a near-future sleeping dogs would have been fine too. I have no other requirements. I don't need any great leap in game design, just a smallish gta city full of hacking targets and objects would have been enough to make it great fun. this thing isn't overambitious and falling short, though. they were aiming for exactly "near future gta" and nothing more and just got nowhere close. I'm not a huge fan of the carmack amusement park thing but even within that analogy I should be able to go on the rides I want, right? in this you can't pick up a couple missions and then go do whichever or start them whenever, you can't just drop a non-timed mission once the game drops it on you without the game resetting you, and every single side thing you did, to before you were assigned the mission. you can't use the fucking train to go from here to there to even get to the place the mission happens, you have to suffer through the indignity of horrible driving controls to get to the start of the game-assigned mission and then do more driving to accomplish half the missions they've asked me to do for the main plot. even if you spent the last hour hacking people and unlocking shit on the map, all the progress, unlocks, whatever with open world fun stuff is just gone if you quit out of or restart the mission the game forced on you. really basic thinking about game design and how people like to play these games should have forced them to fix it, I can't imagine zero people involved in this didn't spot it, and I can already tell any excuse I hear is going to be like shadowrun returns' "oh implementing basic features is hard." the fix was "coding some shit to happen in order, and other shit to happen asynchronously" and it's just fucking awful to deal with this amateur hour bullshit. this isn't even really about quicksaves or whatever, this is the same goddamned problems that held back dxhr on first release except for this one they made a whole game out of those two problems: the player is artificially limited from engaging in the best part of the gameplay, and then the player is funneled through the worst part of the gameplay to unlock more variety. dxhr needs you to burn precious battery to do a stealth non-kill takedown, which isn't the whole game but is definitely the peak of it, and it should be free instead of costing you limited resources. dxhr forces you through just pathetic boss fights to get to the next chapter of the game where there's more stuff to do. in watch dogs the peak gameplay so far, the ability to be really clever with hacking through a set piece, is limited to one type of mission instead of ubi taking the necessary time to integrate rewarding clever use of peak gameplay into whole world. and then the player is funneled through the worst part of the gameplay, which in this case is driving anything but a dirtbike. if a third title comes out of quebec with this shit we'll christen it 'montreal game design.'[/quote] I know, it's insane. Still, the dirtbiking is good you say? I'd probably play a T2 prequel game where you got to 'be' preteen John Connor, dirtbiking around some sunny American city, hacking shit for mischief and playing old Super Scaler coin ops at the Galleria arcade. The game you're describing sounds worse than death, though :([/quote]