• R_U_Guys_From_British - June 20, 2013 1:27 p.m.

    Agreed. What's the way around this though? Make the fights more deadly with fewer enemies? Meaning kills are more meaningful and earned?
  • supergiraffe - June 20, 2013 1:48 p.m.

    Make not killing people fun would work too.. Either through puzzles, or exploration, or stealth, or any number of other options.
  • R_U_Guys_From_British - June 20, 2013 1:53 p.m.

    Yes true, but a whole host of games are simply going to be dependent on combat as a mechanic
  • supergiraffe - June 20, 2013 2 p.m.

    That may be a part of the problem. When the core appeal of every game is combat, then you're going to be killing a lot whenever you game.
  • R_U_Guys_From_British - June 20, 2013 2:03 p.m.

    I'm thinking in terms of a game like dark souls. If say games had deliberate and tense combat like that, then the combat wouldn't feel like just mowing through armies and committing 'genocide', enemies would have weight and purpose and deaths as a result of the game's combat wouldn't feel cheap as opposed to say bioshock infinite - a great game but the combat was meh and like the article suggests, was tiresome.
  • Sinosaur - June 20, 2013 4:49 p.m.

    I think a game where you combined the option of using alternative means with fewer but more dangerous enemies would work quite well. Not for every game, but it would make every life you take significant if you 1) had other options and 2) knew that fighting even one other person head on would be rough. The problem then is that you need to be even better with AI. Part of why we get groups of chumps is that you can give them kinda smart AI and it works out, but if you want a single target to be a threat through more than just making them a giant unstoppable monster, they need to be really smart.
  • Tjwoods18 - June 20, 2013 1:25 p.m.

    We [gamers] are forced into the medium role of the murderer because everything else pales in comparison. Frankly, it is not fun to assume the lifeless role of the Piñata if you know what I mean.
  • GR_HenryGilbert - June 20, 2013 1:32 p.m.

    If that's a knock against Viva Piñata, I won't stand for it
  • keltar93 - June 20, 2013 1:23 p.m.

    I think a lot of my ability to accept cartoonishly large body counts has to do with the tone of the game. If it's something like Doom where the point is gleeful violence, then I'm fine. If it's something like Spec Ops where the point is criticizing gleeful violence (partially by making sure to keep combat from ever being fun), then I'm fine. When it's something like Uncharted where we're expected to find the protagonist likable and his massive body count is never meaningfully addressed, then it becomes a bit of an issue. Not always a big one, but it is enough of a problem that it keeps the story from being fully involving.
  • supergiraffe - June 20, 2013 1:23 p.m.

    I agree, sometimes you just wanna do something other then kill people. Honestly, me excitement for Watchdogs dropped when the trailers started to portray a game full of firefights.

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