Watch it.
He's talking about how Wasteland 2 has both lock-picking and lock-bashing.
Wait, is that confirmed? (That P:E does not)
A good developer would of course try to balance the system by introducing such consequences instead of removing perfectly logical elements that make the game world more reactive to the player's actions and have never even been a problem in the first place. The more I read, the more I lose my interest in this game.No game that allows you to bash chests and doors open has SEVERE CONSEQUENCES for doing so.
A good developer would of course try to balance the system by introducing such consequences instead of removing perfectly logical elements that make the game world more reactive to the player's actions
Wait, is that confirmed? (That P:E does not)
Not confirmed, but highly likely.
Wait, is that confirmed? (That P:E does not)
Not confirmed, but highly likely.
Why?
Probably because in P:E they serve the same function for the most part.Wait, is that confirmed? (That P:E does not)
Not confirmed, but highly likely.
Why?
Not really. On page 7 roshan already gave some really good examples of this. Of course, if you did write some quests that took advantage of these mechanics (like a burglary quest where noisy door-bashing could lead to a different outcome than silent lockpicking), all the better.These kinds of "consequences" mean creating and scripting more content
Gamists gonna gamist.Josh's design decisions should also be taken in the context of the desire to make the game's system as robust and self-contained as possible, without having to rely on contextual content-based features to back it up.
Not really. On page 7 roshan already gave some really good examples of this. Of course, if you did write some quests that took advantage of these mechanics (like a burglary quest where noisy door-bashing could lead to a different outcome than silent lockpicking), all the better.