John Yossarian
Magister
Thank you for your cooperation.
I was replying to Infinitron. You position has been very reasonable from day one.
It is. The way I see it, environmental interaction is a very interesting and much needed feature, but it doesn't exist yet. We chose to focus on an equally interesting (imo) feature that barely exists - branching plot, choices & consequences, etc. There is only so much you can do in one game with limited resources, although it seems to apply to all games, regardless of resources.
An ability to use the environment as you would in real life, or as close as possible. Ironically, that's the main reason we did text adventures. When I was re-playing Fallout 2 where you have to run around some fence to get to that car with a spare part, I thought how nice it would be to climb the face or cut a hole in it or even blast it with TNT. While doing animations and new assets would be expensive and time-consuming, throwing in a text box that would check your Agility and teleport you to the other side of the fence if you pass the check would be very easy. That's when the idea to do things the way we did was born.
As for Gothic 2; wouldn't it be cool to have jump, climb, swim, levitate, etc. in AoD for example?
It's not the same in isometric games, imo.
I guess that's the main issue here. Not the actual interaction but the fact that we took too much control (or the illusion of it) from the player.
Maybe it's just me, but I didn't see it as figuring it out on my own. I used both the radio and the dynamite without thinking about what to do with these things. The radio was clearly an item to be used in a specific event. Sealing the cave was cool, but it was a single use scripted event (not that there is anything wrong with it). Sure, some people missed it, but I would tie it to your character's perception (like we did in the graveyard) and tell you that your character noticed a weak spot if you pass the check and give appropriate options.
We can easily add chests and locked doors, since looting appears to be a beloved and dear feature. It's already there. A dead body is a container that looks differently. In Dead State you'll be able to loot proper containers and fiddle with doors all you want (and it's the same engine).
I agree with this, but... basically what Mangoose said. Really, what he said.The joy of rewarding exploration is a gameplay element you should never underestimate. It crosses over to all genres (even strategy and jump&runs) and is especially a trademark for rpgs.
Adding chests and containers shouldn't be added randomly of course but in logical places with some difficulties to reach them (finding clues, circumvent guards, open the pick, find/steal the right key, avoid the trap, avoid the watchful owner or his dog, not summon the demon inside, kill the demon inside etc.)
I was replying to Infinitron. You position has been very reasonable from day one.As for me, I'm neither holding AoD to the "highest standards" nor "imaginary ideals" which my various examples from other games should show you.
I explained how I see it. You see things differently and insist that I drop my own position immediately and adopt yours, since clearly it's the right one. Because I'm not eager to do so, I'm stubborn, close-minded, and blind. Sounds about right?
You mean this post this post?
"Likewise, I find it extremely tiresome how people hold AoD to thehighest standardsimaginary ideals, forgetting, for a moment, that it's an indie game developed by 4 people without previous experience. Hell, if it's decent, it's already an achievement."
There isn't any mouse hovering for hotspots and instead you're immediately given your options.
I'm saying that when people compare AoD to Fallout and Arcanum, they forget that it's an indie game. When people ask why there is no environmental interaction, unless they mean 'where are my chests with loot, bitch!', they expect way too much for such thing doesn't exist yet and we've never promised to do anything about it.On one hand, you say that people shouldn't expect so much from a po' little indie game, but on the other hand, you say that their expectations are "imaginary".
such thing doesn't exist yet
An ability to use the environment as you would in real life, or as close as possible. Ironically, that's the main reason we did text adventures. When I was re-playing Fallout 2 where you have to run around some fence to get to that car with a spare part, I thought how nice it would be to climb the face or cut a hole in it or even blast it with TNT. While doing animations and new assets would be expensive and time-consuming, throwing in a text box that would check your Agility and teleport you to the other side of the fence if you pass the check would be very easy. That's when the idea to do things the way we did was born.
According to this definition (or better level of detail) there is hardly a game regardless of genre that fullfills this promises. I'm more leaning toward games like Wasteland, Ultima 6/7, JA2, Fallout. For your example above you would have the already existing mechanics (e.g. stealth to circumvent the critters or open the lock) and could allow a dialogue box option to climb over the fence (RoA style).
With JA awesomeness you wouldn't even need a dialogue box and could do everything in the engine on every spot on the fence you would like. But I can totally see why you avoid the amount of extra animations for this; to much effort for a small scale studio with to little impact on the gameplay. Out of my mind a possible solution could be just using soundanimations intead with a fading in/out blackscreen and teleporting the char on the other side of the fence (I left out the obligatory teleport joke here, way to easy).
Yep, same shit. Removing factions, weapon classes, skills, trademark features like levitation, wall climbing, etc is exactly the same as removing walking from A to B in an isometric game (15 inch avg travel distance) or telling the player that he sees an object he can interact with (in the best traditions of PnP games, mind you) instead of letting the player discover it all by himself (Achievement!). Exactly the same.See, now this is what it's annoying about VD and his fanboys. It's Bethesda all over again. HURRR IT WAZ BAD SO WE REMOVED IT U WOULDNT WANT IT ANYWAY.
Yeah, words can't describe what I felt when I clicked on the rope and then on the elevator. ME! I DID IT! LOOK, MA! ALL BY MYSELF! TAKE THAT, YOU BROKEN ELEVATOR!How about actually thinking about what you can do? There's this fence here and hmm... look I have these pliers. What if I cut the fence with them? Or, here's a broken elevator shaft and I have this rope. I wonder if I could use it to climb the shaft!
I say you should really shut the fuck up and stop inventing what someone else is actually thinking because it makes you look like complete internet moron.I say you should define your game positively, not negatively. "I made AoD this way because I love New Reno." Not "I made AoD this way because everything except New Reno sucks!"
I'm aware of what does exist in other genres (JA2) and sub-genres (first person games that can cheat and skip animations, like climbing air shafts and walls in Daggerfall). Fallout? I don't see any interaction there, unless you mean scripted events (which were superb).such thing doesn't exist yet
Then at least aspire to (or at least recognize) what little of it does exist. Morkar has already said it:
An ability to use the environment as you would in real life, or as close as possible. Ironically, that's the main reason we did text adventures. When I was re-playing Fallout 2 where you have to run around some fence to get to that car with a spare part, I thought how nice it would be to climb the face or cut a hole in it or even blast it with TNT. While doing animations and new assets would be expensive and time-consuming, throwing in a text box that would check your Agility and teleport you to the other side of the fence if you pass the check would be very easy. That's when the idea to do things the way we did was born.
According to this definition (or better level of detail) there is hardly a game regardless of genre that fullfills this promises. I'm more leaning toward games like Wasteland, Ultima 6/7, JA2, Fallout. For your example above you would have the already existing mechanics (e.g. stealth to circumvent the critters or open the lock) and could allow a dialogue box option to climb over the fence (RoA style).
With JA awesomeness you wouldn't even need a dialogue box and could do everything in the engine on every spot on the fence you would like. But I can totally see why you avoid the amount of extra animations for this; to much effort for a small scale studio with to little impact on the gameplay. Out of my mind a possible solution could be just using soundanimations intead with a fading in/out blackscreen and teleporting the char on the other side of the fence (I left out the obligatory teleport joke here, way to easy).
I'm aware of what does exist in other genres (JA2) and sub-genres (first person games that can cheat and skip animations, like climbing air shafts and walls in Daggerfall). Fallout? I don't see any interaction there, unless you mean scripted events (which were superb).