>>716004214Matthewmatosis did a better video on the same issue Arin has, without focusing on Ocarina and discussing many other examples of similar design problems
https://youtu.be/pl9G4voWfDQ?feature=shared&t=1039
If you watch a minute on from the timestamp, you get the thrust of the argument (although it will make more sense if you watch the whole video)
>...because when a player presses the lock-on button, an algorithm must decide which target to face, which means, for a split second, the game is essentially playing itselfArin's complaint essentially boils down to Ocarina of Time (and 3D games in general, although he doesn't say it) being too complex for 1-to-1 player input to game output interactions, where the game almost perfectly reflects the player's willed actions.
This is true.
It's an issue Matthewmatosis brings up, but in order to properly control 3D games, we'd really have to invent a kind of sensor or joystick that detects movement in 3 dimensions, as opposed to joysticks and d-pads which detect movement in 2 dimensions.
All 3D games are basically designed as if they are still 2D games, and take design shortcuts to account for the extra dimension - and this results in games that are sloppy to control and play compared to their true 2D counterparts. Games which are less satisfying to control and get good at.