Name: Anonymous 2018-08-08 9:11
ITT we discuss how to collaboratively design our games.
Linear, fixed anti-sandbox designs with "One True Way to Win" are suited for puzzle games, not a Roleplaying experience or simulation of a world/scenario.agreed, but who said that this is supposed to be an RPG or simulation? it's supposed to be a survival horror, which is generally a rather linear genre.
Trying to shoehorn "art elements" and film-like "expirience" into a video game is a recipe for failure. Its non-essential element that can ruin gameplay. Like rewriting a game mechanic around a cutscene.depends on the genre, really. 'cinematic experience' as one true design goal is bullshit, but it did give us some interesting game series - things like Shenmue or Metal Gear Solid. the idea that everything should be like that is bullshit (give me a shmup over a movie-like game any day) but there's place for games like that too