Average Manatee
Arcane
- Joined
- Jan 7, 2012
- Messages
- 15,378
One further thing to know: This isn't a game that you should be trying to stealth through 100%. It will make the game far, far worse than it is.
One further thing to know: This isn't a game that you should be trying to stealth through 100%. It will make the game far, far worse than it is.
By this, I mean that you don't make your choices as a part of a master plan, and idea of where you want to get, but rather as more of a feedback to the game designer as to which direction you want him to take the story now.
All you get to say is what specific story thread you want to follow.
And this is a very big problem in my mind. Everyone has their own definition of what RPGs are, or should be. My own definition is that an RPG is a game where you can build a role, and have the game react accordingly to what it is. And AP doesn't let you build your role, it lets you choose it, frequently in the dark without a clear idea of what you are choosing entails.
And this is a very big problem in my mind. Everyone has their own definition of what RPGs are, or should be. My own definition is that an RPG is a game where you can build a role, and have the game react accordingly to what it is. And AP doesn't let you build your role, it lets you choose it, frequently in the dark without a clear idea of what you are choosing entails.
Your point is clumsily expressed at best.
By definition, crpgs are not anything more than choosing the options the designer gives you. This is rather obvious - the word "designer" already implies this - you're playing in a designer world, a closed box.
"Choosing your role" entails "choosing the options that the designer gives you". There's nothing more to it than that. I understand you mean that with this inherent limitation a crpg can do more or less, but as I said, I don't really feel like you're saying anything pertinent.
I think you mean AP lets you choose a path without really knowing where that path will lead.
What do you mean by "build a role"? Role = "a socially expected behavior pattern usually determined by an individual's status in a particular society /a function or part performed especially in a particular operation or process". In other words, warrior is the guy that goes in front taking hits, wizard is the guy that goes in the back slinging spells. You can choose Thorton's skills, you can choose what he'll do. Isn't that building a role?
TL;DR
What Alex wants is a game that's less on rails and more freeform. Why he has to bring in this bullshit about 'playing a role' is beyond me.
The missions are so short I really don't think it'd make much of a difference. You'd end up with like a three-four hour game.I would have enjoyed the game more if there had been less boring combat parts.
Less of them and less boring ones.
Half the amount of combat missions would have been about ok I guess.
I realize that a lot of gamers miss the old days when levels could be as huge as walking five meters but most western action games have since moved on to run a more tight, closed-off ship when it comes to level design. Nothing to do about that. It would have been disgusting if Obsidian had tried to cram as many enemies as possible on these small levels. The way they solved it was simply to let you encounter groups of enemies so you could dispose of them (by shooting, punching or sneaking), move on and encounter the next wave of enemies. Retards will disagree but this is in fact similar to the old days like in Deus Ex where enemies in groups of 2 or 3 would stand around/patrolling in place and wait for you to come by and dispose of them so you could move on to the next part of the level where you'd have to deal with another 2 or 3 enemies that just stood around/patrolled in place waiting for you.To make the gameplay good, what Alpha Protocol needed is Deus Ex-like level design, both in style and scale. Console limitations + Obsidian mishandling combined to create areas that couldn't load more than about 5 enemies at a time in a 30x30 area, that was absolutely disgusting.
I realize that a lot of gamers miss the old days when levels could be as huge as walking five meters but most western action games have since moved on to run a more tight, closed-off ship when it comes to level design. Nothing to do about that.
"most western action games"I realize that a lot of gamers miss the old days when levels could be as huge as walking five meters but most western action games have since moved on to run a more tight, closed-off ship when it comes to level design. Nothing to do about that.
I disagree.
"most western action games"I realize that a lot of gamers miss the old days when levels could be as huge as walking five meters but most western action games have since moved on to run a more tight, closed-off ship when it comes to level design. Nothing to do about that.
I disagree.
"most western action"
"most western"
"most"
You'd have to agree that the sandbox-style games aren't so many that they're outmaneuvering Gears of War and Halo. Heck, I can only name GTA, Saint's Row, Prototype and Infamous and the last two have open worlds that are catastrophically empty-feeling.
Shrek: Yes?
Which is why I left them out of my "most western action games" group.Let me clarify - I don't think contemporary sandbox-style games have a design that's in any way comparable with the likes of Deus Ex and Thief. They set out to achieve very different goals.
Shrek: Yes?
4) World: The interactable world is divided into two sets: your safehouse(s) and the missions. You interact with the world mostly through dialogue in missions or emails. The bad thing about this is that the world i not OPEN like in Deus Ex where you had comparatively more freedom to interact with NPCs that were plot irrelevant. I don't know about you guys, but this game could have had a lot more immershun if
there were fun characters that trigger small side quests (again like in Deus Ex).
tl;dr nothing has changed[...]
Well, the notion of "beeing" a character that is part of the world isn't all that important when you can influence the world in a joyfull mather. But we all have our priorities...Furthermore, your character is a "mysterious stranger", someone pretty much separated from the story that comes in and does things his way. Since he isn't cinematically inserted into the story like Thorton is, his self expression during the game is far less than AP's protagonist. He interacts with npcs mostly through combat and a few, unvoiced dialog options. But this lack of story insertion also helps making the PC "yours". You get to say who the PC truly is through the great breadth of quests, shaping an imaginary personality throughout and the game rarely breaks this illusion. Thorton, on the other hand, is pretty much his own guy the whole game.
The popamole gameplay was functional and the cutscenes and choises where awsome.This is a clear cut case of a game that would actually be improved if it featured a story mode that removed the retarded timer for dialogue choices and popamole gameplay and went straight to the custcenes and their shallow C&C because the "choose your own adventure interactive movie" within it is the only thing that is not totally shit.