Keldryn
Arcane
Twinfalls said:'twas not meant to be directed at you, though I accept that it is easily read as such. You mentioned Zelda, hence it stuck in my head when typing the response.
Well, your post was the second post after my first one, which I think was the only mention of Zelda in this thread, so it seemed to be quite directed at me.
I'm just tired of reading the same 'Gothic's controls suck' comment. I do not think they suck. Others think they do. There's no point in arguing. The makers of the game made the controls with a deliberate design purpose. I know this, for I have read them say so in interviews. They have enough people liking the controls for them to retain them. G3 will feature the mouse-friendly stuff many people prefer.
I've always found the controls in Gothic to be among the most clunky and unnatural-feeling controls I've ever used in a game. I'm not locked into only being able to play with one style of controls; I've played games of every genre on every platform since I got an Intellivision for Christmas some 24 years ago (now THAT was a crappy controller). I understand that the designers made the controls work a certain way for a specific purpose; however, that doesn't necessarily mean it was a good decision.
They could allow for multiple control schemes quite easily, by giving a more complete list of actions and allowing the player to bind keys/buttons as he or she sees fit.
I also liked the fact inventory is not hot-key-able. I hope this does not change, as it is part of the design integrity - in a real-time action combat simulation you should have to find your stuff, not have it magically appear to hand instantaneously.
On one hand, I do agree that in a real-time combat system, you shouldn't just be able to drink a potion at the touch of a button in the middle of a fight. On the other hand, such games are always more "real time" for the computer than they are for the player, as the player has to cope with an input device and user interface. Hot keys do allow for a player to overcome the limitations imposed by the interface. If you have a potion assigned to a hot key and, when pressed, the character stops fighting, pulls the vial out of his backpack, drinks it, and only then draws his sword again, then I think that is a fair use of a hotkey in a real-time combat. Many games just heal you when you press the hotkey without any interruption. A healing "amulet" or other device that you wear always made more sense to me if one expects to be engaging in a lot of combat.
Your statement 'the controls are not intuitive' I think is rubbish. The controls are intuitive, once you learn what they are (basic WASD, but with the control-button held down. This is for a reason.)
Define 'intuitive'.
I would define "intuitive" as being able to figure the controls out without having to learn what they are first. A natural, instinctive knowledge of how they work.
A few quick Googled definitions:
"Perceived immediately by the mind, instinctive knowledge or feeling."
"Describes 'user-friendly' software that instinctively provides options or information the user needs"
"Spontaneously derived from or prompted by a natural tendency"
Saying "the controls are intuitive, once you learn what they are" is sort of paradoxical, don't you think?
So far, your definition is comprised of 'it is different to Zelda's'. Elucidate if you like. But I won't argue much. It's now well past moot.
I think I've specified more issues than that,
- first off, I think the keyboard is a piss-poor input device for playing an action-oriented game. Yes, they have been used that way for decades, but that doesn't mean it is a good input device. The only people I know who prefer playing games with a keyboard are computer geeks. The keyboard was not designed as a real-time interface for games, and it's only been co-opted as such because every computer system has one.
- holding down CTRL and pressing up, down, left, or right to interact with objects is not what I would call intuitive. I don't interact with objects in the real world that way any more than I do by pressing a button when a context-sensitive icon appears above my head. However, one of those actions is instinctively discoverable in the context of a game, and the other is not.
- for all the talk about the interface being designed to interact with objects in a realistic way (by pushing forward, backward, left, or right I suppose), you still can't move an object on the ground in such a fashion, unless the object is specifically intended to be used that way. For example, in Ultima VII through IX, you can drag/move objects in the world to another location with the mouse. Yes, you can pick up objects, walk to another location, and put them down, but you have to select it again from your inventory to do that when it logically would still be in your hands. Also, that way may be more realistic, but it is incredibly tedious and time-consuming, and doesn't make for a better game.
Ugh, I have to go... I don't think that Gothic has poorly-designed control because they aren't like Zelda's. Zelda just happens to be the best-designed example of a control scheme for this style of gameplay that I can think of. Fable's is good as well, other than the fact that switching between attacking and blocking (on the Xbox; I haven't played the PC version) is not as smooth is it would be if blocking was assigned to a trigger instead of a face button. Kingdom Hearts has a control scheme so shitty that I would much prefer that it used Gothic's.