GodisaGeek: "Once upon a time, video games were designed to be one thing, and one thing only: fun. Before they were developed to be modern “art”, before it really mattered if they turned a million dollar profit, before people cared about photorealistic visuals or franchise power, games were created to pass the time, to make us smile, to bring us together. These days, the concept of fun is something that seems to be factored in late during a game’s development, or sometimes not at all, at least in the case of big AAA franchises. Developers think nothing of actually tempering the fun with long moments of, well, “non-fun”, in order to pad out a game’s run-time or show off their flashy new engine.
Take Assassin’s Creed III, as an easy example. Playing as the highly-skilled, lethally-trained Haytham Kenway throughout the opening several hours has its moments, sure, but they’re interspersed with too much talking, too much walking, during which Ubisoft get to show off all the cool things their Anvil Next engine can do and “immerse” the player in what feels very much like a real three-month sea journey. It’s slick, well-made and well-executed – but is it actually fun? For a series fan, maybe. For me, not so much, no."