FeelTheRads
Arcane
- Joined
- Apr 18, 2008
- Messages
- 13,716
The work of an ex-codexer.
When a Crisis encounter starts, we now display a small panel on the side of the screen to signal your main objective and some optional possibilities. We won't tell you every route available to resolve an encounter, so there will still be things to discover and experiment with, but this will serve as a reminder in case you aren't sure what your goal is. If you're the type that doesn't want any assistance at all, you can simply hide this popup at any time by clicking the arrow button on it.
inXile would justify it by saying that most players wouldn't even consider doing those things if they didn't tell them they could do it.
I doubt they added this based on some assumption, their playtests must show that their blind play testers seriously never bothered experimenting with anything.
Why does devs treat players like retards?
Josh Sawyer said:Some players really do play as hard as they say they will. They stoically accept the consequences of companion death, of a dialogue node they carelessly picked 8 hours ago, of an Ironman combat that is going down the drain. For those players, the ability to turn off the "in case you missed it..." features is important. I get that and would like to support it as much as we can.
But again, just to be clear, a lot of actual players actually need these things. I'm not saying this because players come up to me and say, "Josh, I need this." I'm saying this because I'll talk to a tester (volunteer or pro) with a ton of RPG experience and later watch him or her play remotely. Or I'll pop open a Let's Play on YouTube from an enthusiastic player and watch how things turn out. Sometimes they ace it, sometimes they don't. Either way, what I see on that monitor doesn't lie.
indeed, I won't mind if this is optional. But what the fuck happened? I am playing Sanitarium on my mobile device and I can't believe how great it was when you had to think about were to use an object in order to proceed. Why does devs treat players like retards?
It's the equivalent of a Deus Ex game where the vents and password notes are highlighted with quest markers.
Then they made it optional.
The bad part is when the game is designed in a way that you basicaly have to use the feature unless you want to waste your time and get frustrated.Then they made it optional.
There lies the key. No matter what crap you put in your game, make sure it's optional and the player will praise it at best and won't mind at worst. It gets tedious though when you have to answer questions like "why would you put a story mode in a combat-focused game ?" but nobody asks these anymore.
Well, it's not like you're that far off when it came to what they did with object highlights as far as getting the players' attention in HR. Then they made it optional.
Let's hope we get an official answer on the possibilities of optional customizability of the UI. It would make errrybody happy, and it's probably not hard to implement.
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Someone should dig up quotes from old Sea/BNone reviews where they criticise this type of condescending hand-holding and shove it up their faces.
But sometimes when working on a big team where creative decisions happen above you, you might think a vision “sucks,” he said. All is not lost in this case, and one can still attain a passion for a vision and a project that they don’t initially agree with. But it takes effort:
In other words, he said, try to be positive and try to find ways to get yourself to love it.
- Have empathy for the vision, its champion and the intended audience.
- Practice active listening (understand where they’re coming from.)
- Immerse yourself in the experiences most similar to the vision (play all your studio’s games, and play games, read books, and watch movies that align closely to the vision.)
Someone should dig up quotes from old Sea/BNone reviews where they criticise this type of condescending hand-holding and shove it up their faces.
While Deus Ex was founded on the notions of freeform gameplay, strong character development, and a genuine attempt to create a game out of the best parts of many divergent genres, Human Revolution finds itself in an interesting grey area, not just between the console and PC audiences as Invisible War did, but also between the old and new generation of gaming. Simply put, it's both a nostalgia trip and a product of its time, and, if there is any strong critique against the game, it's going to be leveled from one of those two sides. Where Human Revolution most deviates from the tradition of the series is in a number of additions which have, no doubt, been made as a result not so much of any real gameplay need, but because of the time at which it's been released. These changes are, overall, a mixed bag, and while not inherently bad, definitely warrant some discussion.
The most obvious changes are those that have been made to the combat. In a thoughtful move, Human Revolution has been transformed into a pseudo-tactical shooter, at least as far as gunplay is concerned - and everyone knows that combat was one of the weakest aspects of Deus Ex, so the attempts to overhaul gunplay are welcome. The main way this has been accomplished is in the addition of a cover system /QUOTE]
Thankfully, though, the cover system is never forced on you, and the game can be played as a straightforward first-person experience as well, so if you have a terminal hatred of such mechanics, you can simply ignore the feature and not miss out on anything
On top of the cover system, and what significantly changes combat over the original Deus Ex, is the addition of a regenerating health system. A lot has been made of this, but in practice, I actually didn't find this to be too much of a problem.
While I suspect many fans will lament the loss of medkits and the need to heal individual body parts, nothing about the game's design led me to feel such an old-school option would have significantly improved the game