I don't entirely understand this one. What about some examples that you like about both cross-medium stuff, and more conventional games? It felt like everything here was just examples of stuff you dislike.
The example I cite about Silver Case is an example of cross-medium stuff that I like - this post was mostly about highlighting ways in which cross-medium aspects of some games can be ineffective, because they allow some conventional parts of the game to go unchecked.
It's hard to name a game that's 100% "conventional", and I would say that the more conventional a game drifts the less likely I am to be interested in it because high usage of convention tends to track with following market trends, which tends to track with not much human expression. But like, many aspects of the Trails series and its convoluted storytelling are very conventional, but I still like parts of the games because sometimes the character interactions are nice. Like Trails in the Sky is full of certain tropes, but there's still something satisfying about them...
Or in FFX, I feel like the rpg battle system feels kind of... there... to pace out the story stuff, so that feels kind of conventional - it's never something I come back to with FFX and go like "oh yeah! can't wait to fight this boss again!".
Your conclusion is a little different than mine. I see the drift as a blast furnace which we put all of our ideas into and out we got pure gold already. From that point the problem is will we ever think of or have a new idea ever again after the blast furnace thing. Causing things to seem uncomfortable at most and predictable at best. I like the idea, though, that you are maintaining.
I remember, as a teenager who played computer games in the 90s, noticing that CD rom games could be from any medium. Like, an adventure game where you guide a claymation character through a diorama would seem different than a cartoon going through a drawing or a mix of photography and 3D computer animation. The first 2 weren't new for interaction, I had doll houses and playmats and dolls 3d and 2d. But it was new to do it in a structured way, even if adventure games are barely structured.
FF7 on the playstation was for me the first time a game combined thoughtful gameplay with something like that. I didn't even realize it wasn't as easy to loose as random encounters on Final Fantasy games on NES, or boss fights on the SNES, but there was enough new stuff that I didn't notice until I tried the older games. And scanning the screen for clues was more exciting than ever, since they weren't limited to square tiles.
I don't entirely understand this one. What about some examples that you like about both cross-medium stuff, and more conventional games? It felt like everything here was just examples of stuff you dislike.
The example I cite about Silver Case is an example of cross-medium stuff that I like - this post was mostly about highlighting ways in which cross-medium aspects of some games can be ineffective, because they allow some conventional parts of the game to go unchecked.
It's hard to name a game that's 100% "conventional", and I would say that the more conventional a game drifts the less likely I am to be interested in it because high usage of convention tends to track with following market trends, which tends to track with not much human expression. But like, many aspects of the Trails series and its convoluted storytelling are very conventional, but I still like parts of the games because sometimes the character interactions are nice. Like Trails in the Sky is full of certain tropes, but there's still something satisfying about them...
Or in FFX, I feel like the rpg battle system feels kind of... there... to pace out the story stuff, so that feels kind of conventional - it's never something I come back to with FFX and go like "oh yeah! can't wait to fight this boss again!".
Ah, got it. That's fair. Thanks for the clarification.
Your conclusion is a little different than mine. I see the drift as a blast furnace which we put all of our ideas into and out we got pure gold already. From that point the problem is will we ever think of or have a new idea ever again after the blast furnace thing. Causing things to seem uncomfortable at most and predictable at best. I like the idea, though, that you are maintaining.
I remember, as a teenager who played computer games in the 90s, noticing that CD rom games could be from any medium. Like, an adventure game where you guide a claymation character through a diorama would seem different than a cartoon going through a drawing or a mix of photography and 3D computer animation. The first 2 weren't new for interaction, I had doll houses and playmats and dolls 3d and 2d. But it was new to do it in a structured way, even if adventure games are barely structured.
FF7 on the playstation was for me the first time a game combined thoughtful gameplay with something like that. I didn't even realize it wasn't as easy to loose as random encounters on Final Fantasy games on NES, or boss fights on the SNES, but there was enough new stuff that I didn't notice until I tried the older games. And scanning the screen for clues was more exciting than ever, since they weren't limited to square tiles.