![]() ![]() Well, many people would say that it’s even pointless since most of the verbs can’t be used on most of the items. But what’s so special about this type of gameplay? If you select “Talk to” and click on a character, you’ll talk to them, obviously. You click on one of them, then click on some object in the world and apply that verb to that object.įor example, you select “Open” and click on a door, and you’ll open that door. In one corner of the screen there are usually about 9 verbs, or actions (Open, Pick Up, Close, Give, Talk To, Push, Pull, Use, Look At). One of the staples of the Point and Click genre is the verb gameplay. This way it’s very hard to get immersed in the game’s world because its mechanics and its narrative aren’t telling the same story. That is where you do one thing during the gameplay (killing a bunch of people for example) and in the cut scenes, your character is doing something completely different (you’re a hero that thinks it’s immoral to kill people). ![]() If on the other hand, they have actual fun and engaging gameplay then they usually suffer from “ludonarrative dissonance” – a conflict between the game’s gameplay and the story. And for the large part of the game you end up just holding forward while your character slowly walks, or you press A to do some scripted action, to the point where you ask yourself “Is it better to play a game or watch a movie?” They focus too much on the cinematic storytelling that the gameplay becomes “Press A to do something”. ![]() Games like The Last of Us, God of War, and Uncharted although beautiful, often suffer from the same problems. UNCHARTED 4: A Thief’s End Ludonarrative dissonance ![]()
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