• brygphilomena@lemmy.world
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      1 hour ago

      Not every game needs story altering decisions. I have been feeling too much fatigue in games personally where I just want to play a game and not feel anxious that if I do or don’t select some specific option I’ll have parts of the game locked off. I also don’t want to reply a 60+ hour game as new game plus to access extra content. I don’t have that kind of free time.

      So give me a game with a well written story and let me play the game elements and not worry about the story parts.

    • egrets@lemmy.world
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      11 hours ago

      The thing is, the Assassins Creed series doesn’t have its roots in RPG gameplay. They’ve shoehorned it in in later games, but it’s always felt surface-level and cheap. Going back to telling a definitive story, in which you as the player enact the action, is a good thing in my opinion.

      • XTL@sopuli.xyz
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        11 hours ago

        I’d say the idea was that certain events have happened in history. Broad strokes are known. But you’re running the simulation to find out the details. And that’s where the game happens. Reach the objective, whatever way, or fail. Much like any other game.

        That may be some way away from a sandbox game but it’s worlds away from watching a movie.

        But on rails games like Drakes Whatever? I’d watch the movie if it wasn’t annoying and full of obnoxious characters and bad script.

        • egrets@lemmy.world
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          10 hours ago

          Reach the objective, whatever way, or fail.

          This really isn’t very representative of early Assassins Creed. It’s generally been chock full of very specific instructions - some mandatory, some optional for partial synchronicity – “Don’t alert the guards”, “You have 90 seconds”, “Use smoke bombs 5 times”, etc.