Not a good use of my time.
Jul. 4th, 2008 11:28 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
OK, the endgame of Half Life 2: Episode Two is messed up. Basically it involves hitting targets with unique missiles that are only avalable at certain points on the map, and the idea is that if you miss - which is very easy to do - you need to retreat to another part of the map to pick up another missile.
But that's not fun, so instead I just save the game before pulling the trigger, and then keep reloading it until I don't miss. Not that reloading - which takes about ten seconds of staring at a blank screen - is much fun either. And according to GameFAQs (which supports the save-before-firing strategy), I get to do this thirteen times!
This is the first time I have felt the need to "save every ten steps" at any point in the Half Life 2 games - up until now I've saved only before doing something really risky, maybe a couple of times per chapter - and it seems like a design flaw that this method now feels like the correct way to solve the level.
It feels less like I'm playing an action game and more like I'm fixing a bug, changing some variables and restarting the process and seeing what happens this time. I'd happily charge the game my full consulting rate, but it's incapable of signing contracts, so to hell with it.
But that's not fun, so instead I just save the game before pulling the trigger, and then keep reloading it until I don't miss. Not that reloading - which takes about ten seconds of staring at a blank screen - is much fun either. And according to GameFAQs (which supports the save-before-firing strategy), I get to do this thirteen times!
This is the first time I have felt the need to "save every ten steps" at any point in the Half Life 2 games - up until now I've saved only before doing something really risky, maybe a couple of times per chapter - and it seems like a design flaw that this method now feels like the correct way to solve the level.
It feels less like I'm playing an action game and more like I'm fixing a bug, changing some variables and restarting the process and seeing what happens this time. I'd happily charge the game my full consulting rate, but it's incapable of signing contracts, so to hell with it.
no subject
Date: 2008-07-05 10:04 pm (UTC)I used to think it was lazy programming to not allow arbitrary save points. More recently I decided it was just lazy game design to ALLOW saving anywhere. Now I think I've come full circle... it's awfully presumptive of a game designer to *force* one to play their game as intended. I'd go further still, in fact, and say that if you can't beat a particular section of a game you should be able to skip right past it, same way you can fast-forward through a section of a movie on DVD if it's boring.
no subject
Date: 2008-07-05 10:17 pm (UTC)no subject
Date: 2008-07-06 05:53 pm (UTC)