Gameplay Trumps Story for God of War Dev

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yes but...if the story's lacking, let it not be from a lack of trying either...

altho a good story can make up for some gameplay issues too

OutrageousEmu:

ccdohl:
Ripping off the heads of Greek mythological characters is pretty awesome, storyline wise. I never cared for the quicktime events in the game though, so I'm not sure what I think about this.

God of War had quicktime events? Where? I can't recall a single instance of quicktime events in the games. I can recall plenty of Action Commands, but there's no way you could be retarded enough to actually confuse the two terms when they're so completely different.

It does actually, action commands are like some the attacks you have in the Mario RPGs for instance, where you press a button or do a button maneuver during an attack to intensify it's damage; and I suppose you can argue that in God of War some of the finishes you use on normal units are action commands, in some ways. But certainly the big boss fights contain QTEs, where it goes completely out of your control, and you input basic actions via button hints that come up, having to retry if you fail. These certainly count as QTEs by normal definitions.

OutrageousEmu:

lord.jeff:
I read the comments on the review, is it really worth getting worked up over two points difference, he still gave the game an 8/10.

The problem is the way the guy writes it sounds like an arbitrary point that he decided to harp on about and take away from the score for no reason. Despite having no actual qualms with the gameplay, he attacks it pretty much because its linear.

He said at I has review you can walk in a room and nothing happens and later return to that room after having done something completely unrlated and suddenly the room is usable, that is a design issue in my book.

OutrageousEmu:

ccdohl:
Ripping off the heads of Greek mythological characters is pretty awesome, storyline wise. I never cared for the quicktime events in the game though, so I'm not sure what I think about this.

God of War had quicktime events? Where? I can't recall a single instance of quicktime events in the games. I can recall plenty of Action Commands, but there's no way you could be retarded enough to actually confuse the two terms when they're so completely different.

I think you're the one getting the terms confused action commands are a one button press action, press B to pull lever. Quick time events have you press multiple buttons in time which God of War had one at every boss.

Danny91:

OutrageousEmu:

ccdohl:
Ripping off the heads of Greek mythological characters is pretty awesome, storyline wise. I never cared for the quicktime events in the game though, so I'm not sure what I think about this.

God of War had quicktime events? Where? I can't recall a single instance of quicktime events in the games. I can recall plenty of Action Commands, but there's no way you could be retarded enough to actually confuse the two terms when they're so completely different.

It does actually, action commands are like some the attacks you have in the Mario RPGs for instance, where you press a button or do a button maneuver during an attack to intensify it's damage; and I suppose you can argue that in God of War some of the finishes you use on normal units are action commands, in some ways. But certainly the big boss fights contain QTEs, where it goes completely out of your control, and you input basic actions via button hints that come up, having to retry if you fail. These certainly count as QTEs by normal definitions.

No they aren't, by any definition. A QTE happens in a cutscene by definition. It is randomly initiated by definition. It has death as the price of failure by definition. Not a single one of these counts for God of War. Any time you press circle to enter the finisher, thats an Action Command by the very definition.

OutrageousEmu:

Danny91:

OutrageousEmu:
God of War had quicktime events? Where? I can't recall a single instance of quicktime events in the games. I can recall plenty of Action Commands, but there's no way you could be retarded enough to actually confuse the two terms when they're so completely different.

It does actually, action commands are like some the attacks you have in the Mario RPGs for instance, where you press a button or do a button maneuver during an attack to intensify it's damage; and I suppose you can argue that in God of War some of the finishes you use on normal units are action commands, in some ways. But certainly the big boss fights contain QTEs, where it goes completely out of your control, and you input basic actions via button hints that come up, having to retry if you fail. These certainly count as QTEs by normal definitions.

No they aren't, by any definition. A QTE happens in a cutscene by definition. It is randomly initiated by definition. It has death as the price of failure by definition. Not a single one of these counts for God of War. Any time you press circle to enter the finisher, thats an Action Command by the very definition.

I get what you mean, but I mean in the sense that in some of the boss fights, a lot of them in fact, you HAVE to do the event to pass it, it segues into a cut scene in essence, when you fail you have to restart and play through that scene the exact same way, the scene always plays out identically, which is why I see those parts of the fights as cutscenes; death also isnt a pre-requisite, its just a common feature, but thats mostly just nit-picking on that issue.

http://www.giantbomb.com/action-command/92-4799/
http://www.giantbomb.com/quick-time-event/92-6/

OutrageousEmu:

Danny91:

OutrageousEmu:
God of War had quicktime events? Where? I can't recall a single instance of quicktime events in the games. I can recall plenty of Action Commands, but there's no way you could be retarded enough to actually confuse the two terms when they're so completely different.

It does actually, action commands are like some the attacks you have in the Mario RPGs for instance, where you press a button or do a button maneuver during an attack to intensify it's damage; and I suppose you can argue that in God of War some of the finishes you use on normal units are action commands, in some ways. But certainly the big boss fights contain QTEs, where it goes completely out of your control, and you input basic actions via button hints that come up, having to retry if you fail. These certainly count as QTEs by normal definitions.

No they aren't, by any definition. A QTE happens in a cutscene by definition. It is randomly initiated by definition. It has death as the price of failure by definition. Not a single one of these counts for God of War. Any time you press circle to enter the finisher, thats an Action Command by the very definition.

Nope, sorry. You're wrong. You're rude too.

Danny91:

OutrageousEmu:

Danny91:

It does actually, action commands are like some the attacks you have in the Mario RPGs for instance, where you press a button or do a button maneuver during an attack to intensify it's damage; and I suppose you can argue that in God of War some of the finishes you use on normal units are action commands, in some ways. But certainly the big boss fights contain QTEs, where it goes completely out of your control, and you input basic actions via button hints that come up, having to retry if you fail. These certainly count as QTEs by normal definitions.

No they aren't, by any definition. A QTE happens in a cutscene by definition. It is randomly initiated by definition. It has death as the price of failure by definition. Not a single one of these counts for God of War. Any time you press circle to enter the finisher, thats an Action Command by the very definition.

I get what you mean, but I mean in the sense that in some of the boss fights, a lot of them in fact, you HAVE to do the event to pass it, it segues into a cut scene in essence, when you fail you have to restart and play through that scene the exact same way, the scene always plays out identically, which is why I see those parts of the fights as cutscenes; death also isnt a pre-requisite, its just a common feature, but thats mostly just nit-picking on that issue.

http://www.giantbomb.com/action-command/92-4799/
http://www.giantbomb.com/quick-time-event/92-6/

Forgive me if I don't trust the word of Giant Bomb, that bastion of truth and research.

The term action command means a preset action or set of actions that are triggered by the players command or commands in a context. I.e., when the big circle is flashing, press circle to have Kratos utterly destroy a fucker. Hence the term Action Command. This is as opposed to a quicktime event, wherein the game triggers the event arbitrarily and without the players direction, consent or even awareness. It is the fact that the player always initiates it that means it is not, and can never be considered, a quicktime event.

Just because a lot of people can't tell the difference that doesn't change the definition. A fucktonne of Americans think Barack Obama is a socialist, that doesn't make them not completely stupid and wrong.

OutrageousEmu:

Danny91:

OutrageousEmu:
No they aren't, by any definition. A QTE happens in a cutscene by definition. It is randomly initiated by definition. It has death as the price of failure by definition. Not a single one of these counts for God of War. Any time you press circle to enter the finisher, thats an Action Command by the very definition.

I get what you mean, but I mean in the sense that in some of the boss fights, a lot of them in fact, you HAVE to do the event to pass it, it segues into a cut scene in essence, when you fail you have to restart and play through that scene the exact same way, the scene always plays out identically, which is why I see those parts of the fights as cutscenes; death also isnt a pre-requisite, its just a common feature, but thats mostly just nit-picking on that issue.

http://www.giantbomb.com/action-command/92-4799/
http://www.giantbomb.com/quick-time-event/92-6/

Forgive me if I don't trust the word of Giant Bomb, that bastion of truth and research.

The term action command means a preset action or set of actions that are triggered by the players command or commands in a context. I.e., when the big circle is flashing, press circle to have Kratos utterly destroy a fucker. Hence the term Action Command. This is as opposed to a quicktime event, wherein the game triggers the event arbitrarily and without the players direction, consent or even awareness. It is the fact that the player always initiates it that means it is not, and can never be considered, a quicktime event.

Just because a lot of people can't tell the difference that doesn't change the definition. A fucktonne of Americans think Barack Obama is a socialist, that doesn't make them not completely stupid and wrong.

Sure, and Im sorry if I was vague or didnt explain myself correctly, If you dont like the first source I used; I found a better one. My problem was I was having trouble remembering specific examples, but this pages lists a couple. I'm not really arguing with you over how many QTE there are in a ratio to action commands, only that it does in fact contain some, which was the original point I was making.

http://tvtropes.org/pmwiki/pmwiki.php/Main/PressXToNotDie

I do also understand what you're saying when you talk about an Action Command, I was thinking of something slightly different and I do concede that there are a lot more Action Commands in God of War than I had initially thought; but that there are still in fact both. I just see it as quite a dense issue for the average person. Like if someone uses the word "confuse" rather than "obfuscate" in the presence of a linguist, they might upset him unduly, but for everyone else it is an understandable and relateable link, even if he might see it as being a stupid mistake to make.

AdumbroDeus:
And this surprises us, how?

After the transition from GoW 1 to GoW 2 makes this completely and utterly obvious, especially with abandoning the whole idea of making him a tragic character (in the sense of a Greek tragedy).

Actually he only directed GOW1 where as GOW2 he was just creative director and he didn't even work on GOW3. Guess this is a prediction for how Twisted Metal 3 is going to turn out but still I don't know much emphasis those games had on story anyway since I didn't play them.

Danny91:

OutrageousEmu:

Danny91:

I get what you mean, but I mean in the sense that in some of the boss fights, a lot of them in fact, you HAVE to do the event to pass it, it segues into a cut scene in essence, when you fail you have to restart and play through that scene the exact same way, the scene always plays out identically, which is why I see those parts of the fights as cutscenes; death also isnt a pre-requisite, its just a common feature, but thats mostly just nit-picking on that issue.

http://www.giantbomb.com/action-command/92-4799/
http://www.giantbomb.com/quick-time-event/92-6/

Forgive me if I don't trust the word of Giant Bomb, that bastion of truth and research.

The term action command means a preset action or set of actions that are triggered by the players command or commands in a context. I.e., when the big circle is flashing, press circle to have Kratos utterly destroy a fucker. Hence the term Action Command. This is as opposed to a quicktime event, wherein the game triggers the event arbitrarily and without the players direction, consent or even awareness. It is the fact that the player always initiates it that means it is not, and can never be considered, a quicktime event.

Just because a lot of people can't tell the difference that doesn't change the definition. A fucktonne of Americans think Barack Obama is a socialist, that doesn't make them not completely stupid and wrong.

Sure, and Im sorry if I was vague or didnt explain myself correctly, If you dont like the first source I used; I found a better one. My problem was I was having trouble remembering specific examples, but this pages lists a couple. I'm not really arguing with you over how many QTE there are in a ratio to action commands, only that it does in fact contain some, which was the original point I was making.

http://tvtropes.org/pmwiki/pmwiki.php/Main/PressXToNotDie

I do also understand what you're saying when you talk about an Action Command, I was thinking of something slightly different and I do concede that there are a lot more Action Commands in God of War than I had initially thought; but that there are still in fact both. I just see it as quite a dense issue for the average person. Like if someone uses the word "confuse" rather than "obfuscate" in the presence of a linguist, they might upset him unduly, but for everyone else it is an understandable and relateable link, even if he might see it as being a stupid mistake to make.

...you do realise that the example you just gave gives three examples of a QTE in the entire God of War series, none of them from the first game?

Plus, there's not really a basis to get upset about Action Commands. QTE's interrupt cutscenes basically to randomly make the player outrun a boulder. An Action Command, especially in God of War, allows the player to initiate some of the most mindblowing looking moments of combat ever seen in a game. I question what sort of person could actually have a problem with that.

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