"Let's force them to run through the specific cool scenes I have in mind."
Yeah that's pretty much modern game design theory. You figure out what experiences you want the players to have, and set it up so that events happen to give players that experience. It's a lot less about gameplay and more about feeling, most of the time.
It's not that bad of an idea, but it doesn't require them to do what you're experiencing; forcing multiple game styles on a player.
If you publish the best puzzle game in the world and require players to perform a timed jump puzzle every once and a while, you're going to piss a hell of a lot of people off. One thing that bugs me is platformers where they change things up by changing the level from moving at your own pace, to having the screen trying to catch you. If it's really easy then it's okay, it adds dramatic tension without adding real difficulty. But most of them add real difficulty. This was especially bad in the GBA Klonoa games, which are basically platform/puzzle games, but still have action parts thrown in.
The worst cross-genre offender I've ever played was Omikron: The Nomad Soul. Nice theme, nice atmosphere, bad gameplay. It was sort-of an RPG but every once and a while it would turn into a really difficult FPS and sometimes you would be forced to do a Tournament Fighter style melee combat. It wouldn't have been so bad if I could get a joypad to work with it, but no dice. And the FPS parts were way too hard anyway.
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Yeah that's pretty much modern game design theory. You figure out what experiences you want the players to have, and set it up so that events happen to give players that experience. It's a lot less about gameplay and more about feeling, most of the time.
It's not that bad of an idea, but it doesn't require them to do what you're experiencing; forcing multiple game styles on a player.
If you publish the best puzzle game in the world and require players to perform a timed jump puzzle every once and a while, you're going to piss a hell of a lot of people off. One thing that bugs me is platformers where they change things up by changing the level from moving at your own pace, to having the screen trying to catch you. If it's really easy then it's okay, it adds dramatic tension without adding real difficulty. But most of them add real difficulty. This was especially bad in the GBA Klonoa games, which are basically platform/puzzle games, but still have action parts thrown in.
The worst cross-genre offender I've ever played was Omikron: The Nomad Soul. Nice theme, nice atmosphere, bad gameplay. It was sort-of an RPG but every once and a while it would turn into a really difficult FPS and sometimes you would be forced to do a Tournament Fighter style melee combat. It wouldn't have been so bad if I could get a joypad to work with it, but no dice. And the FPS parts were way too hard anyway.