Let's talk about streamlining. How much is okay? Is there any type of streamlining that's okay? What are some examples of streamlining that you thought were done well or that you appreciated? What are the worst examples you can think of?
Also, if the player has the option to turn streamlined features off, does that make it okay? Take Thi4f for example: Using his focus ability, Garrett can see certain items which aid his thieving skills. Because he's so adept at this stealth thing, these ladders, pipes, windows and shit "pop out" and he notices them easily. Others who are not as aweshum of course don't see in the dark like he does. I can buy into this mechanic because it's justified from a narrative standpoint.
But anyone who played the previous Thief games, where it was up to the player to notice these items, is annoyed because this ability could make the game much easier. My question is: what if you could turn focus off? Would people still be complaining about it? If that's the case, then I would have to ask another question: why?
MOAR EXAMPLES: In Mirror's Edge, the game would highlight the same types of things - ladders, pipes - but you could turn it off. In Mass Effect 3, I heard you could turn off combat altogether, or not if you're into crappy third-person cover-based shooter nonsense. In New Vegas, your character might die permanently if you forget to stock up on rations, but only if you'rehardcore a massochist.
Most games simply have a difficulty sliding, and I think of this as the same kinda. i.e., if a game is too easy on easy mode for you, why not crank the difficulty? And who cares if someone plays the game on easy mode?
Also, if the player has the option to turn streamlined features off, does that make it okay? Take Thi4f for example: Using his focus ability, Garrett can see certain items which aid his thieving skills. Because he's so adept at this stealth thing, these ladders, pipes, windows and shit "pop out" and he notices them easily. Others who are not as aweshum of course don't see in the dark like he does. I can buy into this mechanic because it's justified from a narrative standpoint.
But anyone who played the previous Thief games, where it was up to the player to notice these items, is annoyed because this ability could make the game much easier. My question is: what if you could turn focus off? Would people still be complaining about it? If that's the case, then I would have to ask another question: why?
MOAR EXAMPLES: In Mirror's Edge, the game would highlight the same types of things - ladders, pipes - but you could turn it off. In Mass Effect 3, I heard you could turn off combat altogether, or not if you're into crappy third-person cover-based shooter nonsense. In New Vegas, your character might die permanently if you forget to stock up on rations, but only if you're
Most games simply have a difficulty sliding, and I think of this as the same kinda. i.e., if a game is too easy on easy mode for you, why not crank the difficulty? And who cares if someone plays the game on easy mode?