roll-a-die said:
Try to get good mocap of someone jumping over an edge and you'll see what I mean.
Even BIS known for their crappy animations managed to mocap soldiers jumping over the small fence just fine.
It's doesn't work to well.
Enlighten me why, oh mocap guru?
Also, you generally have to clean mocap data to make it mesh with other mocap data. Which is another expensive, time consuming process all together.
Why did Obsidian include running and walking in the game then? It looks awful.
But I guess animations are expensive and time consuming and Obsidian don't have the time for that shit as they are dedicated to churning out a game every year! Who cares about quality?
Also the Mocap of the nineties was Rotoscoping which is much easier than actual 3d mocap. Less expensive as well, and technically classifies as hand animated.
Mocap of the nineties was mocap. As for 3D games it was there already in Fifa '98 (1997). It even shows how they were doing it in its intro video. 13 years old game having better animations, it's embarrassing.
And about rotoscoping - I think Obsidian should use at least that, because even rotoscoped animations look way better than the ones in their games.
I'm not saying you need arrows or anything, I'm saying you need some kind of indicator when you restrict something like jump to indicate that you can jump there.
And I'm saying that restricting only to premade pathes is lame - and somehow 15 years old games worked perfectly without any restrictions but today we suddenly need them.
Because it's not a platformer, nor is it an open world game, nor is it a traditional FPS. Nor does it included the stylised John Woo type action of Max Payne.
Then what is it?
It isn't RPG, it isn't shooter although it plays exactly like one, it isn't a stealth game, it isn't a 4X game either. What is it then?
An Obsidian Game(tm)?
The not being able to jump over barriers is interesting from a design standpoint. I don't know why they didn't include it either. It's still not a major flaw. It doesn't deride anything from the overall experience except provide something for punk kid's/internet tough guy's like you to complain about.
No it forces you to run only on specific paths even though you can see another level down below you, but you can't get there unless you jump from a specific point, which ruins free approach. Why not make it a railroad shooter where you don't even need to move - the game just moves you through a predefined path and you just point and shoot? The "decent story" totally makes up for something like that, right?
http://www.it-he.org/deus3.htm
It's also a quite linear in plot RPG.
So what makes you think that linear corridors in games don't have those bugs as well?
But ah jeez how game breaking. Using exploits and unfixed bugs totally breaks immershun and ruins the whole game. I see your point - I want my linear corridors now so I, god forbid, won't find a box somewhere it shouldn't be in one of 99999 playthroughs.
If it's in every game it becomes mediocre, average and the norm in game, and thus would stop warranting praise and instead would warrant derision. Just because non-linearity hasn't been done badly, doesn't mean it won't be.
Why don't you bitch about overused linear corridors in console shooters then, protecting them instead - because that's exactly what happened to them.
Non-linear levels will never become mediocre simply because that way it's more complex and gives more freedom in design. Or care to tell me how exactly can a game giving a player more freedom become bad apart from "anything that's done better than in AP is in fact bad!" "arguments"?
Can you remember what you had for breakfast last Thursday. Let alone 2 years ago.
Yeah, riiiiiight. It's so common in spy movies that suddenly you can't remember any.
Oh hush, exaggerations are very common in all forms of fiction. Kind of like what your doing now.
In good forms of fiction explanations for exaggerations are just as common. Didn't you say that you care about good writing, part of which is the setting?
So it's a case of "IT'S NEW! OH GAWD! IT SUCKS!" style Skywayism, only now your saying oblivion is better that that.
No it's a case of well written, well presented dialogue options full on stat and skill checks > primitive non-descriptive stances, which may as well hide all 3 of them leading to the same response. As in good work > laziness. I thought I made it clear enough.
MGS' 20 minute long cutscenes also contain characters talking to each other.
How is the dialogue? Give it an honest critique beyond, "It's shit."
It's passable, apart from anime characters like Sie and that dual-weilding bitch what'shername with their "muahaha" styled dialogues when you tell them to fuck off and awfully written romances "oh Mike... do not think about me! You must stop them!" "Noo! I must protect you!" "Oh Mike!". That's why the actual dialogue writing doesn't get much flak from me. Worse than previous Avellone jobs in MotB and KotOR2 though, if only because they had no over-the-top characters.
Hell, how is the story, from what I'm seeing it's quite nonlinear.
As in X characters not appearing there, instead Y characters appearing instead of them? Lame.
Oh how cute, yet more blind insults, without the proper contrast to make it true criticism.
Which part of "Well thankfully you still can read them, instead of Thorton doing it for you in an animated cutscene which is at least something good. " is a blind insult?
Companions rushing in front of you to soak up a grenade YOU THROW isn't what I'd call good combat.
No, companions rushing in front of you to soak up a grenade you throw is a bad AI.
Any other arguments about how Fallout's
combat sucks?
Gameplay is a bonus to the story, good gameplay is an even bigger bonus.
Again why aren't you reading a book or playing adventure games, spending your precious time on shooters which have bad gameplay instead?
Just I can stand excellent gameplay with a lack of story(Roguelikes, 80-90s platformers).
How can you play Fallouts and Arcanum? Their plots are terrible and non-existant?
Why do you spend time playing games then? There are no stories in games on par with good books.
The quest were decently written and nonlinear. The world design was also interesting. I'm not talking about the main overarching plot, I'm talking about the story, or should I say stories, overall.
Now now - you are talking about something not relating to story parts at all. Being able to complete quests in various ways with one affecting another somewhere is gameplay mechanics
FIRST 10 PAGES, LAST MONTH. Do those words mean anything to you. Of 250 posts the greater majority of them were in the GRPG or the GG forum. With GRPG taking it in a slight more majority. Only 17 going into Strategy. I repeat, me thinks you are lying.
Strategy forum isn't too active as you have noticed. Simply because it doesn't have circlejerks and isn't a toilet like this one - every topic is the real deal because we usually have discussions there. In GRP/GD/ it's isn't about quality, it's about watching ignorant morons cry, due to them being unable to post a single intelligent thought - can be pretty fun once in a week. Or having something reminiscent of a discussion like right here. Or just come here and take a piss out of boredom - it won't make a difference.
Also to the 1eyedking, Max Payne had terribly linear levels, but was mainly loved for decent gameplay and a good story. The addition of jumping doesn't make it less linear.
Decent gameplay? If not for its "decent" Matrix-meets-Woo gameplay it would've been a yet another TPS and no amount of pretty generic noir story (a bad-on-luck detective avenges his family against the big bad) would've saved it. Its "decent" action gameplay is way more dynamic and action-packed than that of every single modern shooter.