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To quote myself: > Sometimes 'multiple playstyles' is a design decision That's Deus Ex. But it doesn't have to be Doom. A game forcing you to change tacks doe
by Cpoll 7y ago
To quote myself:
> Sometimes 'multiple playstyles' is a design decision
That's Deus Ex. But it doesn't have to be Doom.
A game forcing you to change tacks doesn't mean the same thing as it giving you options.
And no, I don't necessarily think run-and-gun always gets boring, and you need to add stealth segments, or a car chase, or whatnot. You can keep it fresh without changing the premise, I don't think 'run-and-gun' is so narrow a definition that you need to change the pace entirely in order to keep it fresh. No-one ever levels this criticism at racing games, platformers, Tetris, etc.
I get a bit frustrated when I'm forced to play a stealth section in an action game. They usually feel slow, forced, obviously scripted, and a lazy way of cleansing the player's palate. For it to feel any good, it needs to be a core design principle (see, for example, Metal Gear Solid), not a tedious half-level (before some inevitable scripted scene allows and forces you to exit stealth mode).