Solos

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  1. Solos

    Retcon Anyone?

    Quote:
    Originally Posted by Manofmanychars View Post
    I keep a roster of Undersecretaries of Awesome, my team of sidekicks. Bitt_Player, Bureaucrat, and SuperSean all volunteered back in The Spartan Thread (the legendary former home thread of the MoA), while Marcian Tobay used his position as one to launch his illustrious forum career (his rank has thus improved some, to a title that we've never actually used in a thread, so he'll have to decide what it is, exactly).

    Anyway, point is, feel free to name yourself an Undersecretary of Awesome. It puts you above most posters and you can choose what Department of Awesome you head up (arguably the most fun part of the process). Also it marks you as my ally, and being on my side is its own reward.
    How did you help Marcian launch his forums career? Was it your idea to pretend to be a girl?
  2. Quote:
    Originally Posted by Candlestick View Post
    I have found that games that offer a more linear story have a significantly more profound impact then stories are *open*.

    For instance, lets compare an RTS that just came out, that is a sequel to an incredibly popular RTS made 12 years ago.

    The first RTS game had a very linear storyline, you followed the missions, and it doled out the story in each one. The story was incredibly powerful. It created emotions because the crafters of the story could design the pacing, and how it was delivered.

    The sequel, on the other hand, had a more non-linear story, because in the game, you chose which missions you wanted to take. Because of this, the story did not have nearly as much emotional impact, barring possibly the last few missions, because they were linear.

    Without control of pacing, an author cannot really design a story that is that immersive.

    It's like the differnence between a Choose Your Own Adventure book, and a Novel. 9/10,the novel is going to make a significantly more emotional impact then the choose your own adventure book.
    I think this is a special case because people really wanted to know what happened. The other problem was the story was just plain boring. You can make an RTS where the player's actions meaningfully impact the story.
  3. Quote:
    Originally Posted by Friggin_Taser View Post
    Definitely talking single player without any morality choice gameplay.

    Obviously there's been an arms race of sorts in these kinds of games in terms of giving the player more tools of destruction from square one. But does that make for a better game or even a better gameplay experience?

    Let's say a game starts you off with a parachute, grappling hook, and the standard grenades and guns. You are given a mission to take out X enemy combatant. Instead of it being some big conflict that the game can hinge on, it turns into the simple reflex of throwing your grappling hook at your opponent and then filling his skull with lead as you fling him back.

    With great power comes great responsibility, but it seems like open worlds negate that responsibility quite easily. Compared to a solely single player, linear narrative where everything down to ammo, weapon type, and player health can be regulated to make for a more challenging and lasting encounter, does the ability to do street races or blow up random things really make for a better game?
    I can't really understand what you're saying with your vague descriptions so if i'm totally off the mark then please send me a PM, where you could be a bit more precise. From what i understand you're asking if having the "open world" tag on your game can excuse shoddy gameplay by saying "Hey, you can do all this other neat stuff!"

    My opinion is yes and no, in certain ways. Like i said before, since developers have finite resources you can't expect an open world game to be a super polished shooter. However, you have to be careful not to make the game a themepark. By this i mean it's bad to have a game where you can shoot people OR race cars OR play basketball OR do some gardening OR play cards OR go miles out of your way to babysit the protagonist's annoying NPC friends every time they get bored. All your doing there is making a really expensive version of a Wii waggle game. The game has to have some sort of focus that you concentrate your resources on.

    The open world aspect has to come from player agency. How do you as the player go about completing your goal? As a player i understand that in a game where i'm a private detective trying to catch a serial killer that it's unreasonable to expect the developers to devote resources to allowing me to abandon the case and start up a jet ski rental shop in the Caribbean, but at the same time as a game the strength of the medium is giving the opportunity for me to go about solving the case how i think is best. I might feel it's best to sneak into a gang hideout on a lead rather than going through the front door guns blazing for instance. What i don't want is a linear railroad because a movie provides for that experience much better, and i don't have to listen to idiots talking about how games are art or epic win gaming culture. Another aspect of the game design, using the example of stealth/shoot, is i think it's important for the game to be designed as an either/or choice. All your doing there is creating two games which aren't going to be anywhere near as good as if you devoted all your resources to one of them.

    The other issue you brought up was the issue of game mechanic design (to use your example completing the entire game using the grapple hook to stun before shooting them). That's just an issue of pure mechanical design, and i'd assume you'd go about avoiding it by play testing with the kind of people who try to "solve" games. In relation to open worlds, if anything it's worse because people will naturally gravitate to the tried and true method rather than using all the tools at their disposal, which is the main strength your game has as an open world rather than a linear experience. The most obvious solution is to vary the obstacles (be it enemies you have to kill, terrain you have to traverse, whatever) so that the same tactic won't work every time. You have to be careful that it doesn't degenerate to rock, paper, scissors though because that's just as boring as the original scenario. Off the top of my head i'd say what makes games interesting is the variation in the environment in which you are facing the obstacle. So to use a very basic example, your grapple hook might be great if you're against a lone enemy, but if you try to use it to kill a bunch of guards you get shot to pieces as you try to use it, so you would use a grenade in that instance. You then run into the problem of the game feeling too "artificial" if your game is just lone enemies and groups huddled together, because then you just have 2 mindless activities you can engage in that's little better than one. I can recognise set pieces designed to be tackled a specific way and i think most other people can too. Don't just put them in a big puddle that you've already established allows me to insta-kill them with my lightning gun. The player agency and fun comes in when players have to actually have to think about what they're doing. If there's a bunch of guards spread out across the room does the player try to isolate them and pick them off with his grappling hook technique or does he try to lure them together so he can take them all out at once with a grenade? By varying the environment that encounters occur in a way that changes the viability of the player's weapons they can't rely on one gimmick to get them through the game.

    Also i'm not a game designer so i'm probably just talking a load of ****. I also realise that most game designers don't intentionally make bad games, i'm just discussing things from a completely theoretical idealistic standpoint. It's a lot harder to put good design into practice than posting a couple of paragraphs about it on an internet forum.
  4. I'm assuming we're talking about single player open worlds rather than MMOs, if i'm mistaken i'll write another post because that's a different beast entirely. The problem with open world games is it requires development time to be spread more thinly. You can't expect the same level of polish from an open world game where you can go anywhere and do anything as a triple A high profile FPS.

    There's two main categories when people talk about "open worlds". The first is the type that people associate with car jacking and prostitutes. In these game's there's an overworld that the player can mess about in with no real objective, and access to missions that will advance the linear plot. In effect you're playing two different games, and while they can be fun i don't think it really counts as an open world because you're still railroaded into a linear path with the overworld acting as more of a "free roam" with no real purpose. The other problem with these games is that they have a strong disconnect between the gameplay in the overworld and the gameplay in the "story". I might have just massacred half the population of the city in a tank but then when i go to the next mission beacon i can choose the "nice guy" option to go down the nice guy path. My genocidal rampage doesn't factor in to it.
    The other variant is the type people associate with medieval RPGs, where you sort of wander around doing your own thing but the overall experience isn't as memorable as in a finely tuned scripted sequence in a linear game. I don't particularly like what's out there now for this type of game because to be honest it rather bores me.

    The problem is that consumer expectations don't really allow for a proper open world game. If all your development time goes into allowing lots of possibilities with a non-linear story (and i mean non-linear, not just "morality choices" in scripted dialogue sequences) you aren't going to put enough resources into making it look like the games that spend millions in making a really polished 8 hour corridor shooter. Publishers are also rightfully weary of people missing their million dollar set pieces that are a result of the blight of "cinematic" gameplay so if things continue the way they are going you're only going to see less player agency, not more. Until consumers are willing to accept something that's a bit rougher than that you can't expect a developer to make a truly open world game.


    Another thing that's sort of tangentially related to the subject, games that offer "moral choices" are universally ********. For one thing, a lot of them don't really have any morality to them and are just "do you want to help/kill this innocent baby", and i think they all have the problem of not taking into account your actions as a player as a whole, instead opting to rely solely on the aforementioned critical dialogue options. I think The Witcher came the closest to offering a good choice in this regard. Eastern Europe has a lot of promise when it comes to creative, original games because labour is a lot cheaper so they don't have to rely on churning out generic crap for mega publishers.

    Coincidentally, how does Going Rogue handle these so called "moral choices" you have to make? Do you have to think about them or do they all boil down to "Are you for/against obvious dystopian regime?"

    EDIT: Are we allowed to discuss game design if we don't name examples?
  5. Solos

    Retcon Anyone?

    So have any of those people who said they were going to martyr themselves done so yet?
  6. Solos

    Retcon Anyone?

    My forums culture...
  7. The reason Chris was smart was because the queen prawn had died and the remaining prawns collectively "allocated" a new leader who then grew smart. This isn't mentioned in the film as it isn't needed but the director stated so in interviews, likening it to how bees become fertile when cut off from their queen.

    The fuel was some sort of biological fluid that they used in every day life, so it powered their ships and weapons but also mutated Wickus when he got contaminated by it. It isn't an uncommon idea in scifi.
  8. I can't hear what the woman is saying over the sound effects in some parts.
  9. I thought the Real ID thing was like your global name here? Is it not the y from x@y in the SC2 names?
  10. Is there a link to a video of this? What is it exactly? A graphical overhaul?
  11. I just hope there's an option to turn off colour customisation client side.
  12. [ QUOTE ]
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    It is the name of a nonsensical player that holds sway over some other nonsensical players causing them to post repetitive annoying dribble on the forums to increase their post counts for no real purpose than to occupy time.

    [/ QUOTE ]


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  13. Make a macro that does em frustrated. Click it really fast. I got a 3 day ban for doing this.
  14. CoH came out 5 years ago it's a bit late for E3.
  15. Solos

    Meet The Spy

    Now there's hundreds of people playing progress quest instead.

    http://www.sourceop.com/modules.php?name...asc&start=0
  16. [ QUOTE ]
    Post Deleted by Moderator_08

    [/ QUOTE ]

    She also made a thread about 'steampunk culture'.
  17. Solos

    Meet The Spy

    [ QUOTE ]
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    I though he said chaud fleur because chou-fleur isn't pronounced that way.

    [/ QUOTE ]
    Probably true, but not knowing French, it was more amusing when I typed it into Google Translate that way and learned the word for cauliflower.

    [/ QUOTE ]

    Well Ma petit chou-fleur is a french term of endearment. What probably happened is they got that off the internet and the voice actor didn't know how to pronounce it.

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    I thought it was Ahh...Ma petit chou fleur
    Petit chou is little cabbage and used as a affectionate term... and hes just making it more romantic with fleur

    [/ QUOTE ]

    No, it's chou-fleur as in cauliflower. He's saying "My little califlower" rather than "My little cabbage flower".
  18. Solos

    Meet The Spy

    [ QUOTE ]
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    [ QUOTE ]
    -What are you, the president of his fan club?
    -No. That would be your mother.


    [/ QUOTE ]
    wow mom jokes from sidney
    what did u do to sidney


    [/ QUOTE ]

    It's from the video. While mom jokes might be below sidney, quoting odd bits of things that are humorous out of context is perfectly in line with sidney's MO.

    [/ QUOTE ]

    Ah, ma petit chou fleur...

    [/ QUOTE ]

    I though he said chaud fleur because chou-fleur isn't pronounced that way.
  19. In the last year digital distribution has taken off. Since Steam Community launched people are using Steam a lot more than just to launch their Valve games. People see everyone on their friends list playing the hot new game and go and download it rather than going to the store. Another thing is weekend deals and the new releases popups. I rarely buy games retail now. Sometimes i get them from play.com when they are much cheaper but mostly it's Steam. That article is just a regurgitated console press release. If the writer had put any thought into it he would have noticed the trend to digital distribution.
  20. Those already exist in the game. They hang around in the Shadow Shard. Their group name is "Reflections" or something.