Monocause
Arcane
- Joined
- Aug 15, 2008
- Messages
- 3,656
Some basic impressions (some of these might've been already addressed):
1) Game is too unforgiving. Simple. Now, Vince, I know that this is a hardcore game, and being a p. hardcore guy I reloaded and tried multiple options until I got it right but most folks (including your target audience) won't. The codexers and ITS forum members know a lot about the game and have the idea that "the effort will be worth it", most gamers that haven't heard of you or AoD before simply won't, because it's not fun to start a reloading session during the first 5-10 minutes spent on the game.
A properly done challenging game always starts out relatively easy so that the player can familiarise himself with the game mechanics, the game world, basic tactics. AoD is like a big "fuck you" painted red all over the screen; the moment you make a mistake is the moment that you die. That's right, you're totally fucked until you 'get it right'. This is fine as long as the game has a learning curve to speak of, and this game has one only if the player is one persistent motherfucker.
Take the assassin vignette (and this is a good example as the "assassin" choice is one of the most enticing of all the options in chargen). Back when I first ran the game I started out with the preset stats, spread my SP along dagger, crit strike, dodge and sneak - sounds reasonable for an assasin to develop these. Now, at that inn I tried persuading the bodyguard to just leave, failed. Had the option to leave just with the parchment but hey "this guy is just a local brawler and I'm a trained assassin", I thought, "besides, this is the first fight in the game, right?". And then I saw the "you're fucked" message.
The first few challenges before the player should be relatively easy to overcome as long as he doesn't do anything really stupid. Pretty sure I didn't when starting out with the assassin, just that odds were way too even (or even seemed in favour of the other guy if I chose the 'throw crossbow' option and failed). I netted the guy, used aimed attacks and stuff like that and finally emerged victorious yet it still seemed that if the rolls would favour me less I'd be pretty much dead even though I used quite a few of the resources at my PCs disposal.
I think you were a bit too rigid with that hardcore thing. The game would be no less hardcore and challenging if you gave the player some breathing space at the very beginning. Let him get away with a couple of early mistakes so that he learns to avoid them in the future, make a poor stat/skill choice less punishing in the beginning so that the player can reroll at some point with a clue of what will be actually useful due to in-game experience, not wild guesses or 'common sense'; or, if you'd rather not do that then implement an in-game optional abstracted (as in, a fourth-wall breaking) tutorial where the player could create a character and you'd explain to him in a couple of combat and non-combat situations how he should capitalise on his strengths and avoid situations in which he would have to rely on his weaknesses, like "There are two well-armed guards before you. Are you confident that you can take them on? Because if you aren't, you'll probably die. Think carefully, combat is always dangerous." or "There are four well-armed elite guards before you. If you try to pick a fight you are certain to lose. Try to find a peaceful solution by using your strongest non-combat skills."
1a) When starting with a 4 CON assassin the chargen stated I've 30 HP while in the fight I somehow had only 20.
2) The soundscape is extremely lacking. Each and every place seems desolate; there are no sound effects to speak of and the rather gloomy reverb-heavy melodic music only adds to that. Even introducing a basic soft sound of footsteps would improve it a lot; ideally each distinct location type should have its own set of ambience. "City sound", "tavern sound", "cave sounds" etc.
You can look to Fallout for an example. The soundscape wasn't exactly rich but there was enough SFX to make it seem alive in many locations (guards checking their weapons, doors opening, some short ambient sounds repeated at a fairly random interval) and Morgan's music often incorporated some ambient sounds that fit the location (the sound of typing and a muffled 'radio voice' in the Vault, some muffled yelling at the Khans/the Den etc).
On the more budget side of gaming there're Vogel games which manage fairly well with what limited resources SW has. Locations have a simple and short (yet falling into the background nicely) ambient loop and there are some basic SFX like footsteps, doors etc. This is the least you could do for AoD.
Alternatively, if you can't be arsed to spend time and effort on the soundscape then you really need to change the music. It's not background music as it is, it's foreground music, grips the attention too much and becomes a distraction. It could work only if it were much more low-key than it is now - slower tempo, weaken the lead section and expand the rythmic one, sounds more sparse with half and quarter notes dominant.
And it definitely should use less reverb and be less reliant on constant pad and choir sound in the back. This works when there's a vibrant (and reverb-less) soundscape to fill the space. The current tracks would fit a movie more than a computer game; the result was that after fifteen minutes of gameplay I turned off the music altogether and my experience got better, but most folks won't notice that the music is getting on their nerves and just feel tired when playing.
3) The UI still needs some work. I'd experiment with the transparency of the text boxes and look at the fonts again. I can't really name it but something seems off to me, reading isn't as easy as it should be. Chargen seems cluttered.
4) My very first experience with the demo: I click on "Options", the game crashes. Woot.
On a more positive note, the game does pull you in later on but I'm afraid that the first three points I mentioned will make most people uninstall. First impressions are always important and that's a department in which the demo is sorely lacking.
Hope you guys iron out all this before the final release
1) Game is too unforgiving. Simple. Now, Vince, I know that this is a hardcore game, and being a p. hardcore guy I reloaded and tried multiple options until I got it right but most folks (including your target audience) won't. The codexers and ITS forum members know a lot about the game and have the idea that "the effort will be worth it", most gamers that haven't heard of you or AoD before simply won't, because it's not fun to start a reloading session during the first 5-10 minutes spent on the game.
A properly done challenging game always starts out relatively easy so that the player can familiarise himself with the game mechanics, the game world, basic tactics. AoD is like a big "fuck you" painted red all over the screen; the moment you make a mistake is the moment that you die. That's right, you're totally fucked until you 'get it right'. This is fine as long as the game has a learning curve to speak of, and this game has one only if the player is one persistent motherfucker.
Take the assassin vignette (and this is a good example as the "assassin" choice is one of the most enticing of all the options in chargen). Back when I first ran the game I started out with the preset stats, spread my SP along dagger, crit strike, dodge and sneak - sounds reasonable for an assasin to develop these. Now, at that inn I tried persuading the bodyguard to just leave, failed. Had the option to leave just with the parchment but hey "this guy is just a local brawler and I'm a trained assassin", I thought, "besides, this is the first fight in the game, right?". And then I saw the "you're fucked" message.
The first few challenges before the player should be relatively easy to overcome as long as he doesn't do anything really stupid. Pretty sure I didn't when starting out with the assassin, just that odds were way too even (or even seemed in favour of the other guy if I chose the 'throw crossbow' option and failed). I netted the guy, used aimed attacks and stuff like that and finally emerged victorious yet it still seemed that if the rolls would favour me less I'd be pretty much dead even though I used quite a few of the resources at my PCs disposal.
I think you were a bit too rigid with that hardcore thing. The game would be no less hardcore and challenging if you gave the player some breathing space at the very beginning. Let him get away with a couple of early mistakes so that he learns to avoid them in the future, make a poor stat/skill choice less punishing in the beginning so that the player can reroll at some point with a clue of what will be actually useful due to in-game experience, not wild guesses or 'common sense'; or, if you'd rather not do that then implement an in-game optional abstracted (as in, a fourth-wall breaking) tutorial where the player could create a character and you'd explain to him in a couple of combat and non-combat situations how he should capitalise on his strengths and avoid situations in which he would have to rely on his weaknesses, like "There are two well-armed guards before you. Are you confident that you can take them on? Because if you aren't, you'll probably die. Think carefully, combat is always dangerous." or "There are four well-armed elite guards before you. If you try to pick a fight you are certain to lose. Try to find a peaceful solution by using your strongest non-combat skills."
1a) When starting with a 4 CON assassin the chargen stated I've 30 HP while in the fight I somehow had only 20.
2) The soundscape is extremely lacking. Each and every place seems desolate; there are no sound effects to speak of and the rather gloomy reverb-heavy melodic music only adds to that. Even introducing a basic soft sound of footsteps would improve it a lot; ideally each distinct location type should have its own set of ambience. "City sound", "tavern sound", "cave sounds" etc.
You can look to Fallout for an example. The soundscape wasn't exactly rich but there was enough SFX to make it seem alive in many locations (guards checking their weapons, doors opening, some short ambient sounds repeated at a fairly random interval) and Morgan's music often incorporated some ambient sounds that fit the location (the sound of typing and a muffled 'radio voice' in the Vault, some muffled yelling at the Khans/the Den etc).
On the more budget side of gaming there're Vogel games which manage fairly well with what limited resources SW has. Locations have a simple and short (yet falling into the background nicely) ambient loop and there are some basic SFX like footsteps, doors etc. This is the least you could do for AoD.
Alternatively, if you can't be arsed to spend time and effort on the soundscape then you really need to change the music. It's not background music as it is, it's foreground music, grips the attention too much and becomes a distraction. It could work only if it were much more low-key than it is now - slower tempo, weaken the lead section and expand the rythmic one, sounds more sparse with half and quarter notes dominant.
And it definitely should use less reverb and be less reliant on constant pad and choir sound in the back. This works when there's a vibrant (and reverb-less) soundscape to fill the space. The current tracks would fit a movie more than a computer game; the result was that after fifteen minutes of gameplay I turned off the music altogether and my experience got better, but most folks won't notice that the music is getting on their nerves and just feel tired when playing.
3) The UI still needs some work. I'd experiment with the transparency of the text boxes and look at the fonts again. I can't really name it but something seems off to me, reading isn't as easy as it should be. Chargen seems cluttered.
4) My very first experience with the demo: I click on "Options", the game crashes. Woot.
On a more positive note, the game does pull you in later on but I'm afraid that the first three points I mentioned will make most people uninstall. First impressions are always important and that's a department in which the demo is sorely lacking.
Hope you guys iron out all this before the final release