dienow
Evard's Tentacles of Forced Intrusion
- Joined
- Oct 14, 2011
- Messages
- 669
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Re: Kyrieru's new game!
Hm, I guess he's talking about "YOU FAILED THE STEALTH, THE DOOR CLOSED, NOW KILL ALL THE GUYS TO MAKE IT OPEN." Which makes sense: if you failed the stealth, and the only solution is to kill all the guys, then why not just kill all the guys? But the object of stealth is binary, in the end: they either know you're there, or they don't. Unless the "stealth to avoid detection" becomes "stealth to become the hunter and hunt them," then it's a moot point. If you can suddenly go back to being invisible, and everyone is like "OKAY, DON'T SEE NOTHING, LOOKS GOOD, ALL IS GREEN," then the stealthing is also made invalid.
Depends on how you do it, but I mostly agree. If you're going to have different characters, then make everything from their perspective.
A great example of this would be Tactics Ogre, which has a branching point at the beginning of the game that single-handedly changes the entire freaking game for the rest of the game, even changing how the last act works.
But Tactics Ogre also works by giving you so much difference with a single choice. Imagine a game which is the culmination of minute choices along the way. How would you replay it? You can't. Every time would be an organic experience.
Depends: how smart is my escort target, and can they kill stuff/help me in a meaningful way?
I generally hate "on-rail" anything.
Do you mean "sections of game where enemies are removed on the second way through," "backtracking through City of the Ancients/Meteor," or what?
Muh game extenders. Depends on how scenic these sections are, whether they actually contribute to the mood/expectations/anticipation, etc. Giant set pieces that serve no purpose but to leach development funds for starving graphics artists make me die inside. If it's something like climbing Ganon's Tower, then the hallways are actually really cool time extenders that also help with loading.
Yes, a million times yes. If a simpler way exists to do it, especially for something like crafting, then let me create 99 of them at the same time, instead of doing them one at a time.
1. Stealth sections with instant fail-states. (control is taken away via cutscene)
Hm, I guess he's talking about "YOU FAILED THE STEALTH, THE DOOR CLOSED, NOW KILL ALL THE GUYS TO MAKE IT OPEN." Which makes sense: if you failed the stealth, and the only solution is to kill all the guys, then why not just kill all the guys? But the object of stealth is binary, in the end: they either know you're there, or they don't. Unless the "stealth to avoid detection" becomes "stealth to become the hunter and hunt them," then it's a moot point. If you can suddenly go back to being invisible, and everyone is like "OKAY, DON'T SEE NOTHING, LOOKS GOOD, ALL IS GREEN," then the stealthing is also made invalid.
2. Games that force you to switch away from the main protagonist, or the one that you chose. (when the game follows someone else for a while)
Depends on how you do it, but I mostly agree. If you're going to have different characters, then make everything from their perspective.
3. Long games with alternate choices or routes, but not way to access them without replaying everything from the beginning.
A great example of this would be Tactics Ogre, which has a branching point at the beginning of the game that single-handedly changes the entire freaking game for the rest of the game, even changing how the last act works.
But Tactics Ogre also works by giving you so much difference with a single choice. Imagine a game which is the culmination of minute choices along the way. How would you replay it? You can't. Every time would be an organic experience.
4. Escort missions.
Depends: how smart is my escort target, and can they kill stuff/help me in a meaningful way?
5. On-rail shooter sections.
I generally hate "on-rail" anything.
6. Long stretches of walking from place to place in environments that used to contain something, but don't anymore.
Do you mean "sections of game where enemies are removed on the second way through," "backtracking through City of the Ancients/Meteor," or what?
7. Set pieces that are just time consuming. (giant ladders, long hallways)
Muh game extenders. Depends on how scenic these sections are, whether they actually contribute to the mood/expectations/anticipation, etc. Giant set pieces that serve no purpose but to leach development funds for starving graphics artists make me die inside. If it's something like climbing Ganon's Tower, then the hallways are actually really cool time extenders that also help with loading.
8. Animations for mundane or repetitive tasks, that are long and drawn out. (Opening doors)
Yes, a million times yes. If a simpler way exists to do it, especially for something like crafting, then let me create 99 of them at the same time, instead of doing them one at a time.