Most of these games are aimed at the first and only playthrough, and like a film you want subsequent reviewings to hold the same quality. If your initial viewing is poor, but the subsequent one is fantastic, that's not what they're going for here. It's why films like Marvel's recent outings will always beat genius films like Enemy in the box-office. The former is easy entertainment, the latter requires more than 3-4 viewings to understand.
These players, for the most part, don't play the game twice in one year. Maybe they'll revisit it the week before the sequel hits or something similar but that's it really. Most of my real friends are big fans of these types of games since they're pretty casual players, and they never play a game more than once. Even when they love it so much and don't want it to end. That's also something that's being 'fed' to them though, as most games don't reward proper replays anymore with variation in gameplay. Their defence is also that the game is exactly the same upon replays, to which I ask "perhaps play another game that isn't that way". Enfin.
> sniper scene & setpieces
This one could've been handled a lot better if they'd just boarded the room up more and you couldn't see inside because it was dark or something. Or that he constantly goes from window to window. Or just put a model there that always ducks when you shoot at it automatically - anything would've been better. The latter option especially as it would give you a way to avoid his shots by providing covering fire.
The downside with setpieces is that if you give too little control while directing the game yourself too much, you lose all about what makes that scene so impactful. We've been in quite a RE4 mode these weeks, and its Cabin Fight is a great example of a set piece done right. You're in the room, and the rest is up to you. You CAN board up the windows, you don't have to. When Luis suggests you to go to the second floor, you can do that, or you can tough it out downstairs. You can use a shotgun, but you can use a Sniper if you want.
Imagine TLOU in that scenario (or RE4make haha). The fight starts, you get the objective to board up the windows. Then through scripted events windows burst open and some zombies have infinite health until something happens because they want you to feel pressured. Then when Luis says "let's go upstairs", this happens in a cutscene where you run upstairs. The cutscene ends with you wielding a molotov and pointing it down the stairs and you press throw.
It's insanely cinematic, and will no doubt sway early adopters that this is a fantastic setpiece. But the second you stray from the script, try to go downstairs etc, the charade crumbles to dust, making it an extremely dull moment on replays. This is also why, imo, the cabin fight in TEW2 is a lot weaker than RE4's, since you have less options.
> invisible walls
Note that the game is chock full of them and the infamous "we're not supposed to go this way" dialogue iirc.
> Youtube Magician
Always reminds me of Sneh's (?) Awakened Alma run in NGB. In that video he knocks AA out of the air with every hit, making a lot of players wonder "how, what's the trick". The trick was just try it until you had a success haha. Crazy.
> solutions
This is always a hard one though as players will always try things you don't expect and this can at times really break your immersion. There's a great example in Spec Ops The Line, one of the few great storybased games imo of recent years. There's a very brutal segment where you're surrounded by villagers and you want them out of your way. You're also very angry at them for something they did.
There's no Paragon or Renegade option. You just stand there with your gun. You can shoot them, or walk past them. Or...you can shoot the sky to make them run away. You know that's something that snuck in after a ton of testing with players, and one player tried that, it didn't work, and they added it. The downside of those scripted sequences is that you can never account for everything players think of though.