Good to know that we have so many people here who hold design ideas upheld by Oblivion to such high esteem. I was starting to worry, fearing that gem of a game would be remembered by some and forgotten by others for all the wrong reasons.
Denizsi, people are giving you valid, logical answers and instead of seeing their point of view you're attempting to sneer them into agreeing with you, playing the "you guys must really like Oblivion then huh?" card. It isn't a compelling argument tactic.
which means a pressing majority of 65% who are pro-time-limit in one form or another.
if you're so sincere about trying to make your game as best as you could without limiting it to an insignificant niche
Naked Ninja said:I already explained that it isn't about which side or not has the majority, it isn't based on numbers alone. If 1 in 3 people don't like it, I'm not just going to ignore them because 2 in 3 do. I'm going to consider their reasons and whether that feature is worth it as a whole if a certain type of gamer doesn't enjoy it, and I don't want to exclude that type. Gamers come in different types, and I'm not just talking about the artificial 'hardcore/mainstream' divide you guys love to throw around.
Somehow, I doubt that the lack of strong focus on time-constraint based quest design will limit me to an insignificant niche.
denizsi said:You must have loved Oblivion, then.
mondblut said:denizsi said:You must have loved Oblivion, then.
Does it have a party of 6-8 and tactical turn-based combat? If so, yes, I very much would.
Except that it seems you're not just taking everyone's views into consideration. It's one thing for you to be swayed by someone's argument when you present a feature that they don't like. But that doesn't seem to be the case. You've said yourself that you like time limits. So it seems more like you decided to go with the majority view in spite of your own convictions. Not true?Naked Ninja said:I already explained that it isn't about which side or not has the majority, it isn't based on numbers alone. If 1 in 3 people don't like it, I'm not just going to ignore them because 2 in 3 do. I'm going to consider their reasons and whether that feature is worth it as a whole if a certain type of gamer doesn't enjoy it, and I don't want to exclude that type. Gamers come in different types, and I'm not just talking about the artificial 'hardcore/mainstream' divide you guys love to throw around.
No, but it can gimp what was originally a very novel and interesting way of handling knowledge in a game and a how a player can acquire that.Somehow, I doubt that the lack of strong focus on time-constraint based quest design will limit me to an insignificant niche.
denizsi said:Good to know that we have so many people here who hold design ideas upheld by Oblivion to such high esteem. I was starting to worry, fearing that gem of a game would be remembered by some and forgotten by others for all the wrong reasons.
denizsi said:So lack of a party is all that keeps Oblivion, despite everything wrong with it, from being a lovable game.
I think that a harsher time limit could be interesting. Mainly, because the development time of games is limited. If the playing time isn't limited, the player can explore everything and run out of quests to do.
Whatever floats your boat.ADOM is a cool game but the random instadeaths/screwovers piss me off and have nothing to do with planning or skill.
spectre said:Whatever floats your boat.ADOM is a cool game but the random instadeaths/screwovers piss me off and have nothing to do with planning or skill.
I like it how you accuse it of not requiring skill and planning, when in fact it does.
All things you speak of you can (and should) prepare against.
Yes, there are things that can kill you in an instant and the rng is brutal, deal with it.
Or you can just baaaw.