nu/v/ believes: >games where you have to spend an hour reading a manual are considered masterclass challenges only played by extreme autists >PC is nothing but ports and indies, and PC games did not exist before Steam >stringing combos together is the height of physical challenge >art design is more important than having everything on the screen be easily perceptible >good level design is packing an area full of as much shit as possible >all games should have the same type of UI, if you have to learn how to use a different UI the game is "dated" and therefore bad >if a game does not have catchy music or quirky characters its unplayable
Yea Forums is full of retarded children who follow at least 20 Youtube critics and try to copy them by being overly analytical and critical over stupid shit to make themselves feel smart.
They don't realize people are not smart just because they don't like something. Cynicism isn't a sign of intelligence.
>art design is more important than having everything on the screen be easily perceptible Isn’t that the point of good art design?
Gavin Fisher
dumb stage 1 midboss
Hudson Sanchez
why do you think lots of games have batman vision like witcher3 and nu deus ex
Nicholas Scott
Because they provide a way to view things for more information that you don’t need 24/7?
Samuel Morgan
Manuals are cool, they remove the need to put a tutorial in the game. Many games would be better with one.
Nolan Kelly
If your player doesn't learn from his mistakes or slow progress after a session/playthrough. To perform faster/better on a second playthrough your game is shit.
Benjamin Martin
>all games should have the same type of UI, if you have to learn how to use a different UI the game is "dated" and therefore bad Same with controls.
Cameron Adams
more info? you mean less info since those visions highlight the important stuff and blur out the rest. its literally handwaving bad design by spoonfeeding information to the player
Jacob Peterson
How else do you want the games to show people behind walls
Jonathan Reyes
yeah, why play a game when you can read about playing a game instead
Asher Johnson
It's the opposite, you play more that way. You just read for 5 seconds the necessary infos and you can start playing. With a tutorial you have to spend 10 to 15 minutes before starting to play the game. Most of the time you don't even need to read the manual you can just start the game and test the controls.
Jeremiah Thomas
>If a game isn't simple enough to communicate all the controls through stage design it's a bad game
Fuck off I like having more options.
Brody Turner
>art design is more important than having everything on the screen be easily perceptible Having everything on the screen be easily perceptible is part of art design Also copy that point about UI to controls and even gameplay to an extent. People call games like Monster Hunter "clunky" just because it doesn't control how they're used to