Alex
Arcane
Brother None said:Alex said:Sorry, Brother None, but I have to agree somewhat with Thrasher here.
Oh, I agree vaguely with him too. I like the challenge fights being there, and I think they'll still be, just less than in Avernum 6, and really, honestly, Avernum 6 overdid it.
Where I just have to laugh it off is when he starts twisting what Jeff Vogel actually said to make it sound like he's "removing" challenge fights, that it "seems" like his intention is to dump his core audience to popularize the game. Vogel is a good designer who listens to fan feedback, and who balances criticism rather than just ignore it to be obstinately edgy, as Trasher might prefer. So he's changing a bit of is design style because it simply wasn't that good. Boo-hoo?
The problem here is the odd perspective that there's some kind of dichotomic, absolute divide between dumbing down and dumbing up. That it's fine to throw shitty challenges at the player because that's more intelligent, challenging gaming? It's not, it's shitty design. He identified something that doesn't works that well, and he's removing it. Quick, sound the alarm!
The reaction may not have been the best, but I guess people are just nervous. I have seem couple of newsposts around here putting Jeff Vogel in a bad light. I agree that what he is saying isn't bad per se, but I can see why a lot of people would see it that way.
Brother None said:Alex said:all other factors being equal
But that is never the case.
Alex said:Or is there a trade-off in there somewhere (besides making the game more accessible, that is)?
There are many, many tradeoffs. Quality of design. Depth of narrative. Flexibility in important choices, which is something that leaks out the more non-linear you make your narrative. In the end intelligent gameplay and design are about intent, and linear or non-linear isn't the most important point there. Fallout 3 really doesn't become less dumbed down because it's non-linear.
I personally have a big preference for non-linear gaming. But I'm not going to pretend it's something it's not.
I agree with you completely that simply having a less linear game won't make a game better. While I think that giving the player a good amount of freedom is crucial in any game, this is meaningless if the choices he makes aren't given fleshed out consequences (which I think is what most of your tradeoffs are about). The only thing I don't understand very well is your point about flexibility in important choices.
But what I was trying to understand is if you had an idea of how Jeff was going to improve these challenge fights. I actually loved how in gothic (and Risen) you sometimes could use the situation in order to beat monsters way out of your league. Attracting it to town, getting a companion to go with you in that area, using rivers to slow it down so you can pelt it with arrows, running away from it, etc. While far from perfect, these games used stronger monsters in a very good way.
So, do you think Jeff will actually improve these fights so they are more like Gothic's? Or maybe like some other game? Or possibly have some new idea to make them worthwhile? Because from the blogpost Elwro posted, the impression I got is that Jeff will only make them more rare, while keeping the role they have on design...