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> > > It wasnt an analogy it was an example of how story and content are important and can lead to complaints despite strong shooting mechanics- all of which are part of gameplay- this being contrary to the notion that the shooting is what matters most in a fps.
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> > It’s a weak analogy because the facts and circumstances surrounding Borderlands the Presequal and Halo 5: Guardians are totally different, because their core gameplay has completely different focuses. Borderlands is all about blasting your enemies to pieces with weapons that are buffed by a variety of factors (and zany comedy), Halo is about competitive gameplay (and was about telling a good story). Think of it this way, what do you think the Borderlands community would’ve had to say if it was turned into a hack and slash, with guns being more of a support? Probably the same kinds of things that the Halo community would say if spartan abilities took away from the gunplay, right? These are two examples that cannot be properly compared when you take their actual depth into consideration. That said, melee Zero is legend. Damage cap! One-hit OP8 Super Bad*** Loader, let’s go!
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> > Anyway, we’re talking about Halo, shooting has always been what mattered the most. Core gameplay is always the most important aspect of a FPS, regardless of its sub-genre.
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> > Story isn’t gameplay, zapping baddies with lasers while floating through low-gravity environments is.
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> youre right it would be a weak analogy, which is why I wasnt using it as one. Borderlands and halo a very different types of fps, which is why we see that story takes on a more vital role in BL- it has deep rpg elements. The point was to show a blanket statement about fps games was incorrect.
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> But story can be part of the gameplay. Branching storylines and decisions, dialogue choices, etc are all gameplay features. We just dont see this in a fps as often as, say, a telltale game.
lol, did you just say that the story is more vital in BL than the loot? You’re a treasure hunter who’s trying to find a vault in a wasteland filled with all kinds of crazy people who sometimes quote Shakespeare. Jack’s evil, the other characters are quite charming, but all I really care about is rocket jumping with Salvador and tearing through mobs of enemies with my Unkempt Harold that has various buffs. Some of the side quests were absolutely brilliant, but the main story certainly wasn’t why most people were playing the series. There are classes and skill trees, sure, but it’s no Diablo. I don’t think that I’ve played any game more than I played Diablo II.
I have never played a good FPS that sacrificed gameplay over story. Goldeneye was barely coherent, and I sure wasn’t worried about the story when I was playing the single player. The same goes for Wolfenstein 3-D. A story demands a setting, and that setting needs to make use of the core gameplay, otherwise you’re playing a poorly developed game.
As for you making an example, you are using that example to draw dubious parallels between two games that cannot be compared.
> Logic. a form of reasoning in which one thing is inferred to be similar to another thing in a certain respect, on the basis of the known similarity between the things in other respects.
Most of the people who are upset over the Presqual are upset because of the changes to its gameplay. They’re upset because they don’t want to replay the story just for a CHANCE at getting the weapon that they want. If they truly cared more about the story, then wouldn’t this be a non-issue?
Changing gameplay to match the story is putting the cart before the horse. How do you drive the story without solid, core gameplay? In a lot of telltale games, most of your decisions are ultimately irrelevant, so the gameplay is flat. I’ve really enjoyed the stories in some of their games, but I’d rather read a book or watch a movie than play most of the telltale games that are out there. Anyway, how is any of this relevant to the problems with Halo 5’s gameplay?