That's like step one of playing a game, accept the rules. "What do you mean I have to kick the ball in the net?"What else can be done but to accept it?
Deacon rides a Vespa with a gas tank the size of a premature babies bladder. The thing tops out at 13 mph, and has to be refueled every 200ft.
Did people not remember the Dead Rising games?I remember when Days Gone released a lot of people basically said the game was incredibly average. People were only impressed by the zombie tech that allowed many on screen at once. But that was really it.
I was pretty shocked that these people came out of the woodwork praising it years later.
You can turn that the other way around.I didn't like it, but many people did. I think some media were overly critical about it for the wrong reasons.
Having stationary zombies that react when you are close to them, and having 500 of them actively following you like a wave are different things.Did people not remember the Dead Rising games?
Unsure. I just know that was the "ooo" and "ahh" people had about the game. Everything else seemed fine.Did people not remember the Dead Rising games?
Please try Dark Souls next and report back.(..)..or you can just let the zombies kill you and respawn 15 seconds back with the newfound knowledge of zombie locations.
THE GAME ENCOURAGES YOU TO LET THE ZOMBIES KILL YOU.
The difference between Dark Souls and Days Gone is that killing enemies is much more the objective in Dark Souls. Days Gone gives you objectives and throws Zombies in your path.Please try Dark Souls next and report back.
I ask myself the same thing when i see ac unity topics...never understood why this game suddenly got "hidden marvel" status after it released as a very average "meh" game that would have gone complete under if it hadn`t been a Sony first party exclusive. It never was anything but "meh".
I just started playing Days Gone on PS5 due to the recent Sony Bend leaks. I wanted to see first hand what "working off the systems of Days Gone" meant.
Roughly an hour into my experience playing a game, like the Norway Warning System, my brain identifies a critical failure of game design.
Deacon rides a Vespa with a gas tank the size of a premature babies bladder. The thing tops out at 13 mph, and has to be refueled every 200ft. Fine whatever, they want you upgrading this thing over the course of the 40 hour game. That's silly but I can accept it.
That leads you to having to find gas tanks in the open world every two minutes. THAT means you're getting off your Vespa, running/sneaking up to a gas tank, and getting seen by zombies that are everywhere.
Once you're seen by a zombie you instantly have two choices. You can spend the next 3 minutes of your life running towards tall grass/a dumpster/inside a house and sneaking your way back to the gas can....OR...or you can just let the zombies kill you and respawn 15 seconds back with the newfound knowledge of zombie locations.
THE GAME ENCOURAGES YOU TO LET THE ZOMBIES KILL YOU.
This is the Ford Pinto of game design.
I can stomach the dialogue, the poor encounter design, the lack of meaningful choice etc...I can not suffer the buffoonery of zombies acting as speed icons in the game world. Now I didn't pay attention to much of the discourse when this game launched in 2019, but was this a frequent point of criticism? I feel like all I ever heard about was the "Ride me like you ride your bike" line. How does this broken design get past any stage in the development process? This is bad and John Garvin and Jeff Ross and anyone wishing for a Days Gone 2 should feel bad. Burn this thing with fire, for the love of God.
Where to begin with this...
1. The initial primary motivation in the story is to improve your bike, which in turn feeds into the game's mission system. This in turn exposes the player to the game's world and lore. Its a very smooth and elegant way to ease the player into the story/primary loop.
2. The player's ass is not welded to the bike! In fact most of the gameplay occurs on foot, so the bike being of limited utility early on is less of an impediment to gameplay than to story progression/world expansion.
3. The relatively limited fuel capacity of the bike shouldn't be an issue early on as the hilly terrain creates ample opportunity to simply free-wheel downhill, which not only extends range, but introduces the player to the idea that freakers are attracted primarily to sound sources and that you can still be stealthy on your bike.
4. Another thing the game is teaching during this stage is that distance is meaningful; the typical crutch of fast travel isn't an option here and getting yourself stranded out in the middle of nowhere is a consequential mistake, especially factoring in the day/night and weather cycles and how these thing affect gameplay generally.
5. Most of all, and this is the only point of criticism that I find somewhat legitimate; the key thing is the initial section of the map you start in is more or less just an extended tutorial. The game proper only begins once you reach Iron Mike's in the second area. I'd accept that some people find this initial part a little overlong, but I can see the counterarguments that it needs this to act as a proper introduction to the many systems the game offers, plus provide ample time to instil the idea of Deke and Boozer's friendship as being a central theme. Its prepping a lot of character-work which imho pays off big in the later stages of the game.
So no. Its actually extremely well and robustly designed for what it is; an arcadey open-world survival adventure game.
You didn't address the issue the thread was created for.
When you're seen by zombies you have two choices...
1. Run away from them, use resources on fighting/healing, spend 3 minutes trying to get back to your objective.
2. Simply get killed by them, respawn 20 seconds earlier.
It's a completely broken incentive structure. This can not be defended.
Obvious question though, why are you getting seen?
There is a third option. You can lead them to their deaths by utilizing traps/verticality. Fourth option is to use them to overwhelm armed opposition.You didn't address the issue the thread was created for.
When you're seen by zombies you have two choices...
1. Run away from them, use resources on fighting/healing, spend 3 minutes trying to get back to your objective.
2. Simply get killed by them, respawn 20 seconds earlier.
It's a completely broken incentive structure. This can not be defended.
AC Unity is a horrible game. It's a hot girl with a penis.I ask myself the same thing when i see ac unity topics...
In modern times that is considered stunning and brave, maybe that's the reason why gaf love it so much now.AC Unity is a horrible game. It's a hot girl with a penis.
Days Gone didn't get a sequel because players didn't embrace it.Lot of players who play these, will complain about death penalty. One of the reason people are sick of souls like design.
Elden Ring and Days Gone don’t prove anything. There is a subset of players that whine about Souls like design. But that’s anecdotal.Days Gone didn't get a sequel because players didn't embrace it.
Elden Ring sold over 30 million units.
Tell me again how players are sick of death penalties and souls like design?
I guess when you say "One of the reason people are sick of souls like design" it strikes me as you attempting to identify a larger trend. I don't see that trend reflected in the market.Elden Ring and Days Gone don’t prove anything. There is a subset of players that whine about Souls like design. But that’s anecdotal.
Coming to Days Gone, think about it. Its a Sony game, trying to tell a story. Pacing is paramount in such games. Its designed to push player forward rather than sending them back to collect their backpack where they died.
This is laughable. Time is more valuable why would anyone give it up?. If someone has to wait over 2 hours before there is enjoyment to be had, it’s not very well made.A lot of people especially when it first released who didn't like it, never gave the game enough time. It was a widely known fact after it released that it was a slow burn to start off with and it builds up. OP sounds like he played like 2 hours which is nowhere near enough to be critical of the game. I remember it taking like 6-8 hours before things started ramping up. It's good game and better than Horizon in my opinion.
Been a while since I played Days Gone but I don't remember the gas situation being that big of a deal.
Yeah you and everyone else who didn't like it, shares the same broken record sentiment. Being open world, it's pretty common to be playing more than 2 hours to open up. It's a survival open world horror. You want all the weapons, all the camps, all the characters to be revealed in the first 2 hours? If you completed it and knew the story, you would understand it's just the way it was made, the story is a slower burn and a good one at that. Look at RDR2, takes a lot more than 2 hours to also open up, in fact, it's very fucking slow to open up and the game is a masterpiece.This is laughable. Time is more valuable why would anyone give it up?. If someone has to wait over 2 hours before there is enjoyment to be had, it’s not very well made.
Not sure why people waste their time in the “hope” it gets better when there is so much else to play that is good right away.
This isn't a "design flaw" at all. If you are breaking the game yourself save scumming/reloading due to some future knowledge you've gleamed because you hate having to re-fill the tank, that's not the games fault per say you just don't like the design.I just started playing Days Gone on PS5 due to the recent Sony Bend leaks. I wanted to see first hand what "working off the systems of Days Gone" meant.
Roughly an hour into my experience playing a game, like the Norway Warning System, my brain identifies a critical failure of game design.
Deacon rides a Vespa with a gas tank the size of a premature babies bladder. The thing tops out at 13 mph, and has to be refueled every 200ft. Fine whatever, they want you upgrading this thing over the course of the 40 hour game. That's silly but I can accept it.
That leads you to having to find gas tanks in the open world every two minutes. THAT means you're getting off your Vespa, running/sneaking up to a gas tank, and getting seen by zombies that are everywhere.
Once you're seen by a zombie you instantly have two choices. You can spend the next 3 minutes of your life running towards tall grass/a dumpster/inside a house and sneaking your way back to the gas can....OR...or you can just let the zombies kill you and respawn 15 seconds back with the newfound knowledge of zombie locations.
THE GAME ENCOURAGES YOU TO LET THE ZOMBIES KILL YOU.
This is the Ford Pinto of game design.
I can stomach the dialogue, the poor encounter design, the lack of meaningful choice etc...I can not suffer the buffoonery of zombies acting as speed icons in the game world. Now I didn't pay attention to much of the discourse when this game launched in 2019, but was this a frequent point of criticism? I feel like all I ever heard about was the "Ride me like you ride your bike" line. How does this broken design get past any stage in the development process? This is bad and John Garvin and Jeff Ross and anyone wishing for a Days Gone 2 should feel bad. Burn this thing with fire, for the love of God.
Glad you enjoyed it.Yeah you and everyone else who didn't like it, shares the same broken record sentiment.