Wow, this ended up a lot more divided than I thought. It's almost 50/50.
For me, the puzzle is when a thing is less randomized, thus, the improvisation is rather limited (And the actual puzzle makes you exactly do what the dev think you should do) You get the exact same stage all over again. I'm not saying it is really a bad thing (I enjoyed advance war which is less randomized as well), I just wish VC was more open with its gameplay rather than tied to the story. i.e, probably randomly generated arena or a custom map editor. Unless, if that feature is already in the game and I missed it.In that game you can actually play however you want, the only thing that changes is the rating at the end of the level. There is no such a thing as "roadblocking puzzle". The rating also depends on how efficient your choices are, which is basically the same as playing using a good or bad strategy. It applies to all strategy games since the best strategy is the one that allows you to win with while leaving the opponent with the minimum amount of options. In every single strategy games there are good moves and there is a best move at each time, I am not sure that can be called a "puzzle".
The reason behind that is, in my opinion, that you cannot measure them in the same way. As @TheoAllen said in the previous post, each game has its own strength, and you should keep going in that direction. If you are making a game puts a lot of emphasis on story, go for the story, if you are making a game that puts the same emphasis on game-play, go for that instead.It's almost 50/50.
There is no such a feature, but I think you can handle maps in different ways. Although the map is always the same, you can beat it with a high rank using different strategies. After all the game leaves room for forgiveness.probably randomly generated arena or a custom map editor. Unless, if that feature is already in the game and I missed it.
That is a great example, and I agree with you when you say that it has a great story, great enough to overshadow the game-play limits, but I also think that defining the combat "clumsy and frustrating" is a bit of an exaggeration. I had the same thoughts when I first took a look at the game, and I did not play the game because of that. Few years later I decided that it was about time I tried it, and I have to admit that the combat system is a lot more fluid than I originally thought (or people depicted it in game comments).For me a great example is the first Witcher game. The combat was clumsy and frustrating
Thanks a lot for the clarification, I think this should help keeping everybody on the right track. Since things are as I assumed, I stand firm in my belief.I'm not talking about a bad story or a bad gameplay
Allow me to disagree here. While it is true that very old RPG games had very little story compared to modern ones and people still like them, I think that this is an important aspect to consider when talking about games. Even if that were not the case, I still consider that an important keyword here. Let me explain with an example.And BTW, I think the distinction between do we mean average or bad is meaningless
It does not change how much the audience liked the game itself, but its popularity kept decreasing (and that is a matter of facts), so there might be reasons why the OP would not want to consider games of that kind.Pokemon is an example of a story that isn't good
I never said there are no tiers between bad and average, or tiers below bad. However, the two keywords that the OP originally used (in the poll itself and in his first post) are okay and all right (used in the form of alright). Both of them express a level of appreciation that is greater than or equal to "average". This is why I asked him to clarify this, because anything that is below that, even while it still exists, is not relevant to this particular discussion/poll. Having people cast their vote on a wrong assumption spoils the results, thus I asked for clarifications on this matter.There's tiers below bad you know. [...]And there's tiers between bad and average too.
He even mentioned how he thought of the idea of the rose as something original, but then he discovered that another two authors used the same image.Umberto Eco said:If I start with, for example, "It was a dark and stormy night", the naive reeder could just enjoy the sentence on its own, but the attentive reader could enjoy it even more knowing that it is a reference to Snoopy. Even so, an even more knowledgeable reader, could know that it is a sentence used at the beginning of a book from Buwler-Lytton, and could understand that even Snoopy was actually using that sentence as a reference