Wyatt_Derp
Arcane
Threads like this exist only to lull you to sleep, so the OP's friends can thump you in the head with a blackjack and make off with all your loot.
Lots of stealth and running away from/past things. I wouldn't recommend playing F3 as a pure stealth game unless you are weird like me, simply because there are better stealth games, but some areas were fascinating and very memorable when played this way. I particularly recall Germantown Police HQ (where I saved the hostage) as a fantastic experience. By contrast I don't remember my combat monster playthrough at all.
I've only ever played the Director's Cut and have only heard good things about the changes, now I'm interested. What was made worse in that version?
Threads like this exist only to lull you to sleep, so the OP's friends can thump you in the head with a blackjack and make off with all your loot.
Most games don't acknowledge that you HAVE killed anyone, either. I mean, in this one game I'm playing, your character is a genocidal maniac that has personally caused more deaths than Genghis Khan. Does anyone RESPECT that? Does anyone CARE? No, they're totally happy to fight you to the death yet again, adding another thousand or so kills to your tally.Sometimes games don't even acknowledge that you've not killed anyone, so I find it kinda pointless to play the pacifist.
Personally, I think that before we worry about pacifism as an option, we should first ask ourselves what a REALISTIC number of deaths is for someone in our character's position: Tip: Over 9000 isn't it. If you have to kill more than a hundred people in the course of the campaign without specifically going out of your way to avoid any kind of violence, you've probably designed a game that features a psychopath as a protagonist.
Personally, I think that before we worry about pacifism as an option, we should first ask ourselves what a REALISTIC number of deaths is for someone in our character's position: Tip: Over 9000 isn't it. If you have to kill more than a hundred people in the course of the campaign without specifically going out of your way to avoid any kind of violence, you've probably designed a game that features a psychopath as a protagonist. This doesn't mean you can't fill your game with a fair share of fights, but DO try to make it so people don't pointlessly fight you to the death for absolutely no good reason.
Plot/story justifies the existence OF the violence. It doesn't quite explain why so many of those humans you're engaged in violence with are willing to FIGHT YOU TO THE DEATH every time. They engage the player and then fight him the death. If shot but not in the head, they simply continue to fight until the last hitpoint, never, oh, say, falling to the floor or crawling away behind some inoffensive obstacle to lie there bleeding until the player goes away. When enemies utilize cover at all, it's merely to make the player work harder to kill them, not to actually preserve their own lives, as they possess full awareness of whether the player is still there or not, and don't simply stay there until they have missed the action and the player has moved on to something more important.I agree with this but I think plot/story goes a long way in helping to justify absurd levels of violence.
Personally, I think that before we worry about pacifism as an option, we should first ask ourselves what a REALISTIC number of deaths is for someone in our character's position: Tip: Over 9000 isn't it. If you have to kill more than a hundred people in the course of the campaign without specifically going out of your way to avoid any kind of violence, you've probably designed a game that features a psychopath as a protagonist. This doesn't mean you can't fill your game with a fair share of fights, but DO try to make it so people don't pointlessly fight you to the death for absolutely no good reason.
This was kind of funny in the new Star Wars game. Not that jedi should never kill stormtroopers, but to play that game you basically need to hunt them down and aggressively attack first. You slaughter hundreds by the end of the game, not to mention animals that are just hunting for food. Definitely a bit of a clash if you think about the movies while you play.
Plot/story justifies the existence OF the violence. It doesn't quite explain why so many of those humans you're engaged in violence with are willing to FIGHT YOU TO THE DEATH every time. They engage the player and then fight him the death. If shot but not in the head, they simply continue to fight until the last hitpoint, never, oh, say, falling to the floor or crawling away behind some inoffensive obstacle to lie there bleeding until the player goes away. When enemies utilize cover at all, it's merely to make the player work harder to kill them, not to actually preserve their own lives, as they possess full awareness of whether the player is still there or not, and don't simply stay there until they have missed the action and
Plot/story justifies the existence OF the violence. It doesn't quite explain why so many of those humans you're engaged in violence with are willing to FIGHT YOU TO THE DEATH every time. They engage the player and then fight him the death. If shot but not in the head, they simply continue to fight until the last hitpoint, never, oh, say, falling to the floor or crawling away behind some inoffensive obstacle to lie there bleeding until the player goes away. When enemies utilize cover at all, it's merely to make the player work harder to kill them, not to actually preserve their own lives, as they possess full awareness of whether the player is still there or not, and don't simply stay there until they have missed the action and the player has moved on to something more important.I agree with this but I think plot/story goes a long way in helping to justify absurd levels of violence.
Level design simply exacerbates this: The player, for his part, is incentivized to methodically eliminate every enemy so he can explore the bizarrely laid out maze of a level to find the various colored keys to unlock a circuitous route through a poorly-designed base, instead of simply moving directedly towards a location he should probably know about. Imagine the building you probably work in is some kind of secret facility where one of the rooms holds a macguffin the player needs: How many rooms full of people would the player have to methodically go through kiling everyone in to get what he wants? Like, ONE, maybe TWO? A typical building is laid out so you don't have to go through ANY other rooms to get to a specific room unless that room is some kind of back office or a closet, in which case you go through the reception. The rest will just be corridors, probably just one or two per level.
Have any games ever done that, where you can shoot to permanently wound enemies or have them surrender? I know Soldier of Fortune technically has both, but wounded enemies will always eventually finish playing out their animation and then return fire on you, and making enemies surrender is extraordinarily difficult. Same for SWAT 4, where shooting to wound is basically a total bullshit mechanic.
The antagonist of Far Cry 4 recognizes you and invites you to his stronghold after the bus stop terrorist attack on his goons.One of those Far Cry games can apparently be completed without any violence whatsoever, as I found out when my kid beat it by doing what it was told during the intro.
Level design simply exacerbates this: The player, for his part, is incentivized to methodically eliminate every enemy so he can explore the bizarrely laid out maze of a level to find the various colored keys to unlock a circuitous route through a poorly-designed base, instead of simply moving directedly towards a location he should probably know about.
I hated this. I was amazed and super excited the first time a Skyrim enemy surrendered. I still remember it visually, some kind of wizard in the last room of a draugr dungeon. This was going to be great, a whole new system of interaction and relationship building beyond kill/be killed. Nope, sure enough, he just went back to shooting me a few seconds later. Why they even left that in is a mystery to me, unless they just wanted to make me feel bad. Mission accomplished Bethesda.It's quite bizarre in Gamebryo games. Enemies often start running away, cover in fear or get on their knees begging to spare them, only to attack you a minute later if they're left alone.