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This is a timely addition to the recent discussion on this comm
Not everyone wants to play a game that relies on responding to cues.
Overuse of one mechanic can make it unappealing.
I feel the same about games that rely on reactions during cutscenes or climbing. On the one hand having to be on edge all the time is annoying, but on the other, the absence of interaction can hamper suspense.
For example, I’ve been playing Horizon Forbidden West lately - There’s a lot of climbing, and the devs love to throw a mid-climb “post you’re hanging on starts to fall” gag, but with no reaction mechanic, it’s pretty much always harmless and kinda feels “why bother”
I feel the same about games that rely on reactions during cutscenes or climbing. On the one hand having to be on edge all the time is annoying, but on the other, the absence of interaction can hamper suspense.
For example, I’ve been playing Horizon Forbidden West lately - There’s a lot of climbing, and the devs love to throw a mid-climb “post you’re hanging on starts to fall” gag, but with no reaction mechanic, it’s pretty much always harmless and kinda feels “why bother”