10 Jan 2024 |
karmacolorcat | * discretion, moderation, not outright prohibiting, but walking things through a path where everyone is satisfied, if possible | 23:18:15 |
Co-Chief to the Idiocy Officer | Yeah we’re talking about discretion and moderation. | 23:18:20 |
genghiskombat | And what is one person deciding to do everything in the development process unopposed, without any accepted feedback, if not outright prohibition of everyone else's ideas? | 23:18:44 |
karmacolorcat | it becomes a problem, admittedly | 23:19:19 |
karmacolorcat | I still remember something silly | 23:19:28 |
karmacolorcat | Other M went according to plan, not that it was a good plan, but still | 23:19:38 |
Co-Chief to the Idiocy Officer | It went according to plan for Sakamoto. | 23:19:50 |
karmacolorcat | Also I checked Reggie's note on that | 23:20:13 |
Co-Chief to the Idiocy Officer | He’s the reason the controls are horrible despite Team Ninja knowing those controls wouldn’t work. | 23:20:26 |
Co-Chief to the Idiocy Officer | * He’s the reason the controls are horrible despite Team Ninja knowing those controls wouldn’t work super well. | 23:20:35 |
karmacolorcat | his optimism is something I found both wholesome and painful | 23:20:36 |
karmacolorcat | * his optimism about the game is something I found both wholesome and painful | 23:20:44 |
genghiskombat | When I say "stay in your lane," I mean that if you're a level designer, that's where your focus should be. You can propose ideas to the writers, but at the end of the day, the writing is their job, and they get to decide whether or not your idea makes it into the finished product. If the lack of your idea in the writing makes the finished product worse, then well, that one's not on you; that's on the writers hearing an idea that would have improved the product, and shooting it down without properly weighing its merits. | 23:20:57 |
karmacolorcat | Which sucks because that kind of gameplay could've worked wonders for Metroid | 23:21:15 |
Co-Chief to the Idiocy Officer | Agreed. | 23:21:49 |
karmacolorcat | Metroid is well capable of extremely fun third person 3D as it is for first person 3D | 23:21:54 |
genghiskombat | Also, yeah, hearing Reggie as hyped for OM pre-release as we were made the end result that much more painful. | 23:21:55 |
genghiskombat | I can only imagine how disappointed he must have been. | 23:22:07 |
karmacolorcat | I really hope Other M's gameplay gets a second chance | 23:22:34 |
genghiskombat | And yeah, if they ever try that gameplay style again, I really hope it doesn't become dead-on-arrival just because of OM bias. | 23:22:40 |
karmacolorcat | whether as a Nintendo project, or the same treatment of P06 | 23:22:51 |
karmacolorcat | Now the story... | 23:23:17 |
karmacolorcat | I swear I dont remember it being that bad...?????? | 23:23:29 |
genghiskombat | Cuz here's the thing: I also believe that method of gameplay design for a Metroid game (at least insofar as the 3D action-platformer thing) can work. The sins of OM were all in the details...and the writing. | 23:23:45 |
karmacolorcat | but I think my memory wont age well once I review it | 23:23:52 |
karmacolorcat | crude question but, how would you kill Adam off instead? | 23:24:25 |
karmacolorcat | because he has to die, somehow | 23:24:32 |
karmacolorcat | that's something that's been bugging me about the mental rewriting | 23:24:52 |
genghiskombat | Well, the base concept they had going was workable, but it did need a few more details ironed out...and at least one major "what were they thinking?!" part altered significantly. | 23:25:10 |
karmacolorcat | so essentially rewrite the whole thing from scratch? | 23:25:51 |