Thread 713157173 - /v/ [Archived: 985 hours ago]

Anonymous
6/20/2025, 10:34:30 AM No.713157173
1730906867341
1730906867341
md5: 7699d7708e97ea97963694f5fb8c6f68🔍
Which do you usually enjoy more

>games that derive fun mainly from the gameplay mechanics
>games that derive fun from the context of what you're doing expressed through visuals, music, writing etc
Replies: >>713157203 >>713157391 >>713157934 >>713158016 >>713162738 >>713164279 >>713166938
Anonymous
6/20/2025, 10:35:40 AM No.713157203
1749644236009021
1749644236009021
md5: cea6fed73407e341b1bfdd6b25bf1f48🔍
>>713157173 (OP)
>games that derive fun mainly from the gameplay mechanics
You didn't even post a single example in your OP image, so I'll start:
Replies: >>713157819
Anonymous
6/20/2025, 10:40:55 AM No.713157391
>>713157173 (OP)
yes
Anonymous
6/20/2025, 10:52:09 AM No.713157819
>>713157203
Crazy Taxi would be boring as shit without the context, visuals, and music though
Anonymous
6/20/2025, 10:55:13 AM No.713157934
>>713157173 (OP)
VIDEO
GAMES

"gameplay only" fags are just tasteless autists
Anonymous
6/20/2025, 10:57:06 AM No.713158016
Battlefield-3-Screenshots-battlefield-3-21948357-1320-740
>>713157173 (OP)
good thread and good question

the 2nd type mostly, although sometimes from the 1st. But it's almost always a mix of the two, although like I said the "gamefeel" must be present there for me to replay/have a lasting impression of the game more so than gameplay.

atmosphere, visual and environmental design, "response" i.e. animations, physics, "movement" all play into it even though aspects that I just listed often ARE attributes of gameplay when looked at how they affect the particular mechanic, I'm talking about evaluating them separately and how they "feel" in the context of the experience of interacting with the game and not how well/poorly they affect/facilitate gameplay or part of it's mechanics
Replies: >>713160294
Anonymous
6/20/2025, 10:58:16 AM No.713158068
111901972_p0_master1200
111901972_p0_master1200
md5: 29b647af3215d5c9a69cb7cfd4f3248d🔍
PWNED
Anonymous
6/20/2025, 11:26:34 AM No.713159101
bump for an awesome thread
Anonymous
6/20/2025, 11:56:06 AM No.713160294
>>713158016
>often ARE attributes of gameplay
Games are generally holistic but it's mainly "gameplay is king" fags who think story needs to be separated out from everything else because they got triggered by moviegames existing once
Replies: >>713160764 >>713162738
Anonymous
6/20/2025, 12:07:49 PM No.713160764
>>713160294
>"gameplay is king" fags who think story needs to be separated
I didn't understand it back in the day, but then I learned about autistic people replaying a game over and over again just to play it faster.

Different strokes for different folks, but why do those people play "movie games"? Just stick with pacman or whatever.
Anonymous
6/20/2025, 12:54:11 PM No.713162738
>>713157173 (OP)
You can't really do the first one outside of a short playtest, prototype or tech demo. In practice a game with good gameplay needs to constantly integrate that gameplay into the context of the rest of the game.
>>713160294
Moviegames exist because the story and gameplay are separated from one another. Their writing is garbage because no one put an iota of thought into how to convey the plot while maintaining gameplay, beyond the "player can walk around during expository segments" shit that Half Life 2 and Asscreed did. No one put any thought into the cinematography either beyond letting failed writers feel pretentious and giving them an excuse for bad performance.
Anonymous
6/20/2025, 1:28:52 PM No.713164279
>>713157173 (OP)
depends on what i'm in the mood for.
Anonymous
6/20/2025, 2:20:53 PM No.713166938
>>713157173 (OP)
Both are important, but game mechanics can't have context without having the game mechanics in the first place, so the mechanics are more important.
Replies: >>713167290
Anonymous
6/20/2025, 2:27:11 PM No.713167290
>>713166938
The question is which produces more fun
>mechanics on their own
>the artistic qualities that give context to the mechanics

You could have a mechanically complex and intricate 3D platformer but have it look like Bubsy 3D and make it rely only on advanced mechanics for fun, or you could have a relatively simple 3D platformer like Jak that's good enough when it comes to mechanics, but creates fun through funny characters, pleasing visuals, enjoyable locations, memorable music, semblance of a narrative etc

I know I usually prefer the latter type