Have any cool games (unfortunately) left you as feeling less immersed, somewhat annoyed or even reluctant to continue interacting with them as much, due to the way the games are presented or set up for you as a fan or player? [ You can help support the channel on Patreon: www.patreon.com/skorvion ]
Just wanted to make a quick note that the video thumbnail image text has been changed, in order to add a bit more clarity and context to the video at a glance.
As somebody who is certain that sound is more important than visuals, this has rarely if ever happened to me. Sound is the main pillar of atmosphere, the bearer of weight and the foremost deciding factor in immersion as a whole. The only time I can remember playing a game with incongruous soundscape was Valkyria Chronicles, so maybe it's the tonal whiplash I often see in Japanese media.
The Gundam franchise does hail from Japan, that much is certain. It's just so blatantly out of harmony at certain points that one wonders if the developers even play their own game, to the point where certain mechanics combined with sound/voice triggers start to sound more like a glitched annoyance than positive exclamations. I don't think many people react with "OH WOW, YES, I'M SO COOL" when they hear these things, but rather mildly and even reserved - depending on their age and time spent with the game. This however, as already stated, is subjective to the ear, but the voice line cut off is far from being in an ideal position given how quickly you can skip the scenes. It's an odd design choice that heightens the sense of being falsely motivated, as while one such uplifting voice line would perhaps leave the desired effect, 10 of them quickly diminish the impact and can soon become meaningless audio. This isn't an issue with the sound effects, but voice lines considering we have an over-the-top anime style girl talking to the player, as it all ends up being a bit much on the ears for someone more interested in Gundam than anime subculture. If they were going for inciting positive reactions in players who like that type of overt anime social environment, more so given the game's approach to monetization even, you'd think that someone would have realized that repeated exposure to such audio feedback would soon fade into just being noise to skip, as it won't do much to inspire a response in the player. Thus becomes an unnecessarily hard attempt at inspiring "good" emotions - as if when you are told that you are amazing and accomplished all the time, and then start doubting the sincerity and validity of such claims. This could be uncovered further in a few ways, but that's the general trail of thought I have beyond subjectively saying that it feels like a needless player-annoying approach that can serve as a conversation starter on how to handle audio feedback with some tact. This is not a criticism of an over-the-top approach to characters and fiction though, not to sound negative about Japanese games or anything, but rather the technical mindset of having such a thing play out in quick succession at certain points in the game experience, as there are other examples that one quickly runs into over and over. Not sure what the point is beyond keeping up a "happy" vibe, which ends up sounding very fake quite fast. I'm not a fan of forcing positivity without stable merit behind the atmosphere (which would be fine if it wasn't a war themed universe). It all just requires some tact to function less obtrusively in my view. Although I do understand and try to respect that certain sub-genres of media don't exactly adhere to such reasoning. Also, nice to see you pop up once again in the comments! I appreciate your input and thoughts!
Just thought I'd bring a tiny bit of awareness to something that can potentially bring down a player's experience with the way it's set up to trigger during play. The more designers start thinking like the end-users, the better the experience can often be, with less repetitive and even possibly annoying inclusions such as the one shown here. I've seen this happen across many games to the slight detriment of my own experience. Although, as said, it's really subjective as to how much hearing repeated voice lines impacts the player negatively, as some genres, situations, or approaches to design favor this type of occurrence. I'm just not too keen on pushing "good vibes" and input feedback in less tactful ways. While nothing overtly negative, it's something to think about. Additionally, with regards to more videos, I'll try to keep it going. :P
Have any cool games (unfortunately) left you as feeling less immersed, somewhat annoyed or even reluctant to continue interacting with them as much, due to the way the games are presented or set up for you as a fan or player?
[ You can help support the channel on Patreon: www.patreon.com/skorvion ]
Just wanted to make a quick note that the video thumbnail image text has been changed, in order to add a bit more clarity and context to the video at a glance.
As somebody who is certain that sound is more important than visuals, this has rarely if ever happened to me. Sound is the main pillar of atmosphere, the bearer of weight and the foremost deciding factor in immersion as a whole.
The only time I can remember playing a game with incongruous soundscape was Valkyria Chronicles, so maybe it's the tonal whiplash I often see in Japanese media.
The Gundam franchise does hail from Japan, that much is certain. It's just so blatantly out of harmony at certain points that one wonders if the developers even play their own game, to the point where certain mechanics combined with sound/voice triggers start to sound more like a glitched annoyance than positive exclamations. I don't think many people react with "OH WOW, YES, I'M SO COOL" when they hear these things, but rather mildly and even reserved - depending on their age and time spent with the game. This however, as already stated, is subjective to the ear, but the voice line cut off is far from being in an ideal position given how quickly you can skip the scenes.
It's an odd design choice that heightens the sense of being falsely motivated, as while one such uplifting voice line would perhaps leave the desired effect, 10 of them quickly diminish the impact and can soon become meaningless audio. This isn't an issue with the sound effects, but voice lines considering we have an over-the-top anime style girl talking to the player, as it all ends up being a bit much on the ears for someone more interested in Gundam than anime subculture. If they were going for inciting positive reactions in players who like that type of overt anime social environment, more so given the game's approach to monetization even, you'd think that someone would have realized that repeated exposure to such audio feedback would soon fade into just being noise to skip, as it won't do much to inspire a response in the player. Thus becomes an unnecessarily hard attempt at inspiring "good" emotions - as if when you are told that you are amazing and accomplished all the time, and then start doubting the sincerity and validity of such claims. This could be uncovered further in a few ways, but that's the general trail of thought I have beyond subjectively saying that it feels like a needless player-annoying approach that can serve as a conversation starter on how to handle audio feedback with some tact.
This is not a criticism of an over-the-top approach to characters and fiction though, not to sound negative about Japanese games or anything, but rather the technical mindset of having such a thing play out in quick succession at certain points in the game experience, as there are other examples that one quickly runs into over and over. Not sure what the point is beyond keeping up a "happy" vibe, which ends up sounding very fake quite fast. I'm not a fan of forcing positivity without stable merit behind the atmosphere (which would be fine if it wasn't a war themed universe). It all just requires some tact to function less obtrusively in my view. Although I do understand and try to respect that certain sub-genres of media don't exactly adhere to such reasoning.
Also, nice to see you pop up once again in the comments! I appreciate your input and thoughts!
A new vid! "Lets keep it going"! : )
Just thought I'd bring a tiny bit of awareness to something that can potentially bring down a player's experience with the way it's set up to trigger during play. The more designers start thinking like the end-users, the better the experience can often be, with less repetitive and even possibly annoying inclusions such as the one shown here. I've seen this happen across many games to the slight detriment of my own experience.
Although, as said, it's really subjective as to how much hearing repeated voice lines impacts the player negatively, as some genres, situations, or approaches to design favor this type of occurrence. I'm just not too keen on pushing "good vibes" and input feedback in less tactful ways. While nothing overtly negative, it's something to think about.
Additionally, with regards to more videos, I'll try to keep it going. :P
Almost 500 sub @Skorivon Games
That's pretty cool! I'm sincerely grateful and feel humbled by the interest and support people have shown for the channel. :)