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  1. #191
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    Quote Originally Posted by Zantetsuken View Post
    I consider Aesthetics a key component of gameplay experience.. especially in a FF game.

    Otherwise, I'd be playing WoW.
    Gameplay and aesthetics are isolated systems. While good aesthetics can enhance the overall experience, they do not enhance it if gameplay functionality is compromised. This is true of all games, whether they are FF games or not.

    Good graphics do not make good gameplay, and good gameplay does not make good graphics.

    Finally, as others have said, the game is freaking beautiful as it is. You really don't notice the lack of animation lock from a visual standpoint, unless you are specifically searching for it. When animation blending is in, it will be even harder to spot.
    (1)

  2. #192
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    Shougun's Avatar
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    Quote Originally Posted by Alhanelem View Post
    Gameplay and aesthetics are isolated systems. While good aesthetics can enhance the overall experience, they do not enhance it if gameplay functionality is compromised. This is true of all games, whether they are FF games or not.

    Good graphics do not make good gameplay, and good gameplay does not make good graphics.
    What happens when gameplay is aesthetics :O :O !!! lol

    In terms of discussion I'd agree with you, its easier to separate the terms and talk about them in their own little rooms.

    If I may translate Zan's post though:

    "I consider aesthetics a vital component of games, especially in a FF game.

    Basically a game is greatly enhanced by good aesthetics, and my experience is therefore greatly determined by its aesthetics"

    Which I would have to also agree with lol.

    Still, you can muddle the terms easily. Dear Esther is pretty much all aesthetics, the gameplay is nada drive forward and look around - at a point you might as well talk about aesthetics as the gameplay. To some this is game enough and its awesome, others are like "What.. the.. hell.. was that? : frowny face :".

    Oh to your edit: Excited to see their animation blending , I think the aesthetic argument will disappear once we can see it.
    (0)
    Last edited by Shougun; 01-17-2013 at 10:16 AM.

  3. #193
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    Shurrikhan's Avatar
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    Tani Shirai
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    Quote Originally Posted by Shougun View Post
    Indeed optimal is a system which sometimes and partially restricts - I was trying to call it a weighted system because each action has a sense of momentum but its obviously more complex then just weights (like the in a duel example you have with locking swords).

    Animation locking makes no sense (originated as a technical issue, because blending by hand was expensive and blending by computer was improbable), and no restrictions makes no sense*.. lol - Though I personally find FFXIV's locking so annoying I'd throw the baby out with the bath water in order to get rid of it. *Also in SE worlds their characters can have unrealistic physical attributes like jumping off peoples hands or arms, and sometimes just the air, so in a matter of world immersion no restrictions does make more sense, but that is a SE case... it wouldn't make sense in Dark Souls (which uses a weighted-ish system and heavier combat realism base, you can partially cancel animations and you can slightly modify trajectories of most things during action).

    If they do the work to create a weighted / interactive animation system they might as well work further to an action based game, though I doubt they would or want to do that (hardcore action mmorpg - not that I would be aganist it, I think it would be pretty awesome).


    Just to add to the why I hate locks ideas - When I start a 42 sword combo, I really cant see the logical argument why I couldnt stop at 32, why do I have to watch all 42 strokes "well because it is a part of the spell" .... "Isnt this the game where I'm supposed to be the character?" "Yeah" "Well then -I- want to stop at 32." lol

    Not being able to control your character - bad immersion. Horrible bad bad immersion. Terrible shitty immersion. lol

    Weighted or interactive animation systems are logical, but OP was talking about what FFXIV had, and what FFXIV had was a crappy unimmersive device. If someone wants to push a weighted system, where there is no real lock but only variables of control, be my guest.. :P

    You should probably create another thread then, I've read a few people like you who arent for the old system but they are for a system. Like not being able to start in mid air and do 720's and moonwalks before landing lol.
    You up for making the thread, Shougun? I think I have a bad reputation when it comes to starting threads. I'll try to perfect some examples and post them when I can. Might want to leave a couple reserved blocks as well, for your 'best in thread' replies.
    (1)

  4. #194
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    Basically a game is greatly enhanced by good aesthetics, and my experience is therefore greatly determined by its aesthetics"
    Yes, a game is enhanced by good aesthetic characteristics. the game experience as a whole- not the gameplay specifically. graphics, audio, gameplay, these are all peices of a pie. none of these inherently make either of the other ones better- but the more delicious each one is, the better the overall experience is. That being said, none of these should come at the expense of the others. With rare exception, obnoxiously excessive animation locks (like XI, and XIV 1.0 had) are detrimental to gameplay- the overall experience either stays the same at best, or deteriorates. The pie does not get bigger.

    Animation BLENDING
    mostly solves this problem by preventing sudden action changes from looking too unnatural- thereby improving the aesthetics to some degree without impacting gameplay. Animation BLENDING = yay. Animation LOCK = nay.

    aesthetics are important but they are not everything. A beautiful game with shiatty gameplay is still a shiatty game, but an ugly game with good gameplay can still be a good game.
    (1)
    Last edited by Alhanelem; 01-17-2013 at 11:46 AM.

  5. #195
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    Zantetsuken's Avatar
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    I hate to keep bringing up 'Dark Souls', but animation was locked in that game and nobody complained.

    Ditto with Monster Hunter...

    Both of those games are popular BECAUSE of their gameplay, not in spite of it.



    The lag is the problem, not the animation lock.
    (5)

  6. #196
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    KiriA500's Avatar
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    Quote Originally Posted by Zantetsuken View Post
    I hate to keep bringing up 'Dark Souls', but animation was locked in that game and nobody complained.

    Ditto with Monster Hunter...

    Both of those games are popular BECAUSE of their gameplay, not in spite of it.



    The lag is the problem, not the animation lock.
    They also allowed the player to dodge, breaking the animation you were locked in. (At least you could in Monster Hunter, I don't remember much about Demon's Souls/Dark Souls.)
    (1)

  7. #197
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    Molly_Millions's Avatar
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    Quote Originally Posted by Alhanelem View Post
    aesthetics are important but they are not everything. A beautiful game with shiatty gameplay is still a shiatty game, but an ugly game with good gameplay can still be a good game.
    ^^ this. Take minecraft as an example.
    (0)
    Last edited by Molly_Millions; 01-18-2013 at 12:40 AM.

  8. #198
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    Quote Originally Posted by Zantetsuken View Post
    I hate to keep bringing up 'Dark Souls', but animation was locked in that game and nobody complained.

    Ditto with Monster Hunter...

    Both of those games are popular BECAUSE of their gameplay, not in spite of it.



    The lag is the problem, not the animation lock.
    Lag is part of it, as is animation lock. When the gameplay mechanics require real-time response from the player, both have a nagative impact. Obviously, the less time that is allowed for the player to respond the more animation lock and lag will make a negative impact, but they both play a part.
    (1)

  9. #199
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    Zantetsuken's Avatar
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    Quote Originally Posted by KiriA500 View Post
    They also allowed the player to dodge, breaking the animation you were locked in. (At least you could in Monster Hunter, I don't remember much about Demon's Souls/Dark Souls.)
    True, and that is what is needed in this game -- a window for breaking/cancelling your attacks and spells.

    But allowing players to run around full-tilt while executing Chaos Thrust, any other multi-hit WS would look ridiculous - with or without animation blending.
    (1)
    Last edited by Zantetsuken; 01-18-2013 at 12:50 AM.

  10. #200
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    Zantetsuken's Avatar
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    Quote Originally Posted by Molly_Millions View Post
    ^^ this. Take minecraft as an example.
    So, you are saying Minecraft is an non-aesthetic game?

    (2)
    Last edited by Zantetsuken; 01-18-2013 at 01:17 AM.

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