hiver
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It is still there and shown in the bloody video.
Jesus fucking Christ. Who are these metagamers and where do they come from (and why should you even care in a single-player game)? Has Sawyer somehow got an access to Ray Muzyka's telemetry and does he use it now to design games?
(and why should you even care in a single-player game)?
Josh Sawyer said:But that's essentially what this boils down to: allowing characters specialized in a weapon skill set to use the weapons or ammo they carry around with them to break open what would normally only be available to characters who specialize in Lockpick. What does a character who specializes in the Lockpick skill get out of this? Why would a player be motivated to invest in Lockpick if they could cherry-pick the best locks for demolition with an Explosives build or some shotgun rounds?
That's not what I meant by "limited".
There's no limit on the amount of times you can bash a door.
Infinitron
That's not what I meant by "limited".
There's no limit on the amount of times you can bash a door.
How about you explain to me what does how many times you bash a door, has to do with anything?
Seeing how some doors wont be breakable at all, or will require different levels of strength.
Do you think you will be able to bash the doors little by little? As if they have HP you can whittle down?
I would love to see an evolved version of this:
Fuck storyfags.
I agree, tone + keywords is pretty much the perfect system in my view, too.
Of course, re: Excidium's point, it should be less of an information kiosk and more of a system where your tone and the keywords you choose actually matter, quest design- and gameplay-wise, and are also tied to your character(s)'s statistics and whatnot. Where choosing the right tone would matter as much as choosing the right option in combat. That would really be an "evolved" version of that kind of system.
You won't be happy until it looks like this:and is published in 1989,right?
ITS NOT ROCKET SCIENCE.
No it is not.Infinitron
That's not what I meant by "limited".
There's no limit on the amount of times you can bash a door.
How about you explain to me what does how many times you bash a door, has to do with anything?
Seeing how some doors wont be breakable at all, or will require different levels of strength.
Do you think you will be able to bash the doors little by little? As if they have HP you can whittle down?
For fuck's sake man.
To blow up a door, you need explosives. There's a limit on how many explosives you have. Hence a limit on how many times you can blow up doors with explosives. That's the kind of limit I'm talking about. No such limit exists for bashing. You don't need to replace your fists and feet each time you bash.
ITS NOT ROCKET SCIENCE.
You don't need to replace your fists and feet each time you bash.
Also, everyone complaining about using keywords to represent whole replies. Have you guys never played Ultima? I don't even mean Ultima 4. Ultima 7 still had the dialog like this, and it was a lot of fun.
or will this keep going for a while?
So uh. I looked at Sawyer's games list and what can I say? From his bell tower, he sees his thing. Specializing in lockpick was only ever useful in like zero of the games he's credited for in the Wiki list.
However, this doesn't exactly mean that the design approach that the teams he'd worked with is the paramount design. I can see the problem, though, yes - you create a character that invests heavily into non-combat stats and ends up crippled for the combat itself, but there are ways to circumvent this - make a system that grants combat and non-combat skills, or add ways in which combat can be avoided or rigged in player's favour via non-combat skills (sabotage, subterfuge, camouflage etc), or by adopting a "learn-by-doing" approach a-la TES/Dungeon Siege. Mix and match as you like. Giving a universal lockpick in a shape of a laser gun is fucking retarded, because then, you might as well let the player heal with the laser gun, mine with the laser gun, cook with the laser gun and let laser gun pick the juiciest sex scenes, in which, too, it could play a prominent role. Screw that noise.
Also, even if we actually accept the unnecessary new faux -ism divisions, how is the approach above against either of them? It doesn't fit the "narrative"? It's not "gamey"? It fails as a simulator? Will it be more "gamey" if player is allowed to use their gun for everything in the game, or is it more narrativist? Or maybe it's just lazy and stupid? Who can tell.
What angers me the most, is that all the classics of games we expound here do exactly that. Do Sex, Thief, Arcanum, Morrowind and VMTB were about giving players a box of tools and letting them design their own gameplay. This entire discussion about 'let's cut stuff off because it was not useful earlier' simply missed the point that what made is useless earlier was not their inherent superfluousness but rather lazy and dumb design.
Is it rocket science to understand that you will not be ABLE to bash every fucking door?
(and why should you even care in a single-player game)?
Josh Sawyer said:But that's essentially what this boils down to: allowing characters specialized in a weapon skill set to use the weapons or ammo they carry around with them to break open what would normally only be available to characters who specialize in Lockpick. What does a character who specializes in the Lockpick skill get out of this? Why would a player be motivated to invest in Lockpick if they could cherry-pick the best locks for demolition with an Explosives build or some shotgun rounds?
It's pretty simple. Gamists think that if you put something in a game, there should be a reason for somebody to play with it. Saying "it's there because it should be there in a plausible universe" isn't good enough.
But there already are plenty of reasons, and if Sawyer was actually trying to create a plausible universe, he'd probably see that too.It's pretty simple. Gamists think that if you put something in a game, there should be a reason for somebody to play with it.