Thats a whole lot of assumption there.
*Accusing me of not understanding narrative in a gameplay as a way to cope with a dissenting opinion. Hence, snobby.
You don't even know what I think of the story. How do you know there even is a dissenting opinion?
**Never mentioned Metroid Prime so it's some sort of grudge you have just because I said I didn't like it in the past and try to bring it in this discussion to vent.
So what caused you to comment about how I'm a repeat offender. Do you have an ax to grind? I brought it up because its something I noticed in general. I keep in mind the kind of games people here like and what they like about them or dislike about them. I do this because its a way of sorting out uses for people, a kind of recruitment. There are a lot of gameplay based concepts in the game that were lost to you, but that seems like a general thing, I notice with games you like or dislike actual player interaction isn't something you really get in to. I enjoyed reading your notes on Metal gear but there were things in there too that you missed. I'm not trying to offend, but when it comes to designing games that seems like something you don't quite get. This is why I asked if you were familiar with the concept.
***You bring this up knowing I'm a filmmaker yet the only loose (remote) connection to this is me saying narrative, yet anyone who is NOT in the film industry may or may not have the same opinion as me. No basis for bringing this up except to bring up some sort of weird affirmation that since I am "just" a filmmaker and not in the game industry, I must not know what i'm talking about. Especially on a simple casual four word opinion. Not to mention you said in the past you and a co-worker laughed at some hot shot hollywood screenwriter for his apparently haughty attitude. Hence, slightly hostile.
No I say that from reading (and enjoying) just about anything you've posted. Maybe you've forgotten but I've even interacted with you before on your projects by asking questions. I can see from your skillset that you're a person who understands visual media very well. Hotshot directors and producers aren't the only people I work with, I've worked with lots of film students and indie flimmakers too. Actually I've worked with a ton of people in general because I got to lots of GameJams and something I've noticed from years of experience is that people who come from a purely visual media have troble working out interactive designs because they don't get things like player agency (which is super important)
Theres no book on this stuff, you don't learn about it by browsing kotaku, you might hear the tearm but you need to find someone who understands it to actually explain it to you. Thats something I need to do a lot, theres no "Grudge" I'd happily hire a filmmaker on to my staff if I thought they could help, I even gave a thought to asking you on if I had more money for my next project just to get the cutscenes looking right.
I once called Colin Schnider a redneck pain in the ass, do i hate white people? I bought him a drink 10 minutes later.
****Further evidence for above point. Hence, getting kinda pathetic at this point.
and you know this is complete fact because?
*****A way of saying just cause I don't like it, i'm wrong. Like i'm arguing against theory of relativity, the big bang, or evolution.
Theres facts in game design you can't get past. Why does a goomba pop out when you kill bowser in any castle except 8-4? Why are Enemy attacks usually twice the number of a players attack in most RPGs? All of these things can be answered in terms of game design. Yeah, you do certain things if you want the player to react a certain way.
If I tell you "I have a dime, a quarter and a nickel and tell you you need to pick one", I'm setting rules and based on those rules you have to pick one, or not play. I know every choice you'll make because I've set the parameters. People don't realize things like this. You can't say I'm going to pick the dime and switch it for a nickel or that you're going to shank me and take everything. All of that is the theory of Systemic Limitation, its a theory and you can argue it but if you really think about it, yea duh you can only have as many options as you give the player because a system is limited virtually. Most people, especially ones who are getting into game design from another field (and I've had to explain this to sprite artists and musicians also) don't get stuff like this. Its true, from the very first time you try to make a character do anything more then walk you'll realize some of this stuff, but you might not be ale to easily explain it.
So yea, there are theories in game design that are fairly bulletproof, you're free to take a shot at em but it seems like you don't know what they are, hence I was asking.
We can keep going back and forth on this ad infinitum since we don't happen to agree on what is considered opinion and what is considered fact, but i'm going to stop here. It's late, i'm hungry, and I got more work to do after this. Above all, i'm done.
You're also being presumptuous because you don't know what you're arguing with. In all of this you don't even know what I thought of the game. You're done cool.