LoL posted a nice video recently (https://www.youtube.com/watch?v=FiSNHAJHu-c) on the importance they place on the connection between gameplay and the visuals associated with that, as well as general accessibility concerns.
I can [alas] use Sins as a textbook example of how to do most of that poorly:
I agree that gameplay and visuals are important and a game should clearly represent its mechanics visually whenever possible.
But in Sins you can zoom out very far and rotate the camera in every direction, where in contrast in LoL your camera is "locked" to a specific heights and angle, making it far easier to balance with the visuals.
I do agree though that Sins is not the best example of good visual design and gameplay connection.
While this applies on a theoretical level, since you're never zoomed in close enough to pay attention to this, particle effects are irrelevant.
Sins weapons are DPS hoses on any realistic scale. You don't need to know when exactly the damage is dealt so long as you know the average.
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