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2025-04-06 00:52:16 UTC
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npub1nc…32xzc on Nostr: I am now certain that you have no idea what you're talking about. Adding an ...

I am now certain that you have no idea what you're talking about. Adding an unintuitive controller gimmick has nothing to do with the depth of a game. "New" does not equal "complex", and complex gameplay does not make for a well-designed game, much less a well-designed video game. The video game medium has the capacity to tie together ludological elements with narrative elements in ways that traditional games do not. Majora's Mask does this to the umpteenth degree; it has intuitive controls established by its predecessor and needs no improvement ludologically or narratively. Ocarina of Time ties together its ludological and narrative elements together very well, though to a lesser but very important degree than Majora's Mask. Skyward Sword, on the other hand, does fails at doing this mostly because of its cumbersome controls. (It also has a poorly executed preoccupation with world-building for a series with several already established tropes and character types, but that's a different--though related--matter.)