spindoctor
Member
Any design decision that is anti-Far Cry 2 makes this game a fucking winner.
Everything he's mentioning sounds like it comes down to taste. He says the design is safe, but my take away is it's also solid. "Interesting" as an element of design, I like. I really do. But the problem with that approach and what understandably turns people off (and no, I'm not typically one of those people) is interesting =/= fun. In fact, it can = annoying or even infuriating.
So, I sympathize with those for and against. I like what I just read though. Sounds very MGS3 to me. Very good![]()
Well, everything doesn't have to be fun and smooth all the time. Every game these days seems to want to tap into the reward loops and addictive elements that MMOs took to the extreme. I don't need a reward for everything I do. I don't need achievements, XP, medals or huge explosions everytime I press the right trigger. I'm not a rat in a skinner box, I want an interesting and unique experience. Sometimes these types of games can be frustrating, unintuitive or annoying. But I don't care. I don't play games to have my ego stroked, but to experience new aspects of the medium and explore new uses of interactivity.
I forgot to say: I am so goddamn tired of "Design feels stilted; DUMBED DOWN BY THE MAN!" Seriously RPS? That part of his preview reads conspiracy theory bullshit on a fucking... Well, forum, to be completely honest.
It's Far Cry. I really doubt there's this strict agenda being forced, but whatever.
Well, everything doesn't have to be fun and smooth all the time. Every game these days seems to want to tap into the reward loops and addictive elements that MMOs took to the extreme. I don't need a reward for everything I do. I don't need achievements, XP, medals or huge explosions everytime I press the right trigger. I'm not a rat in a skinner box, I want an interesting and unique experience. Sometimes these types of games can be frustrating, unintuitive or annoying. But I don't care. I don't play games to have my ego stroked, but to experience new aspects of the medium and explore new uses of interactivity.
you sound like XP is just XP and not a tool to unlock perks. STALKER had artifacts instead of perks, it's difference only in the name. And hunting animals to make a bigger bag isn't that different than finding money in STALKER games to get a bigger bag.
That part seems mostly in jest, but I'm sure that Clint Hocking leaving has a lot to do with the direction the series has taken.
Experience points in a game that has RPG like progression in single player are not the same as experience points in multiplayer games used to entice people to keep playing.Well, everything doesn't have to be fun and smooth all the time. Every game these days seems to want to tap into the reward loops and addictive elements that MMOs took to the extreme. I don't need a reward for everything I do. I don't need achievements, XP, medals, numbers counting up or huge explosions everytime I press the right trigger. I'm not a rat in a skinner box, I want an interesting and unique experience. Sometimes these types of games can be frustrating, unintuitive or annoying. But I don't care. I don't play games to have my ego stroked, but to experience new aspects of the medium and creative uses of interactivity.
Experience points in a game that has RPG like progression in single player are not the same as experience points in multiplayer games used to entice people to keep playing.
As you approach one occupied plantation, you have three options to reclaim it: stealth, attack from a distance, or move in quickly with the rest of the tribe. Experience earned by raising your own flag here can be spent on new abilities and moves - explained away asThe move-set isn't quite as game-changing as the ones offered in Dishonored, to pick a current example, but they do help streamline your strategy of choice for future scenarios. In my case, I gear Jason towards stealth by learning the Sprint Slide and Silent Take-Down abilities, though the potential for more extravagant upgrades is there for later.a spiritual power given to you through a "Tatau" on your wrist.
http://www.eurogamer.net/articles/2...rritoriality-crafting-and-early-tech-analysisThe crafting system encourages plenty of hands-on time with the island's flora and fauna, and, while sparsely plotted, it does help to create the sense of a real-ish ecosystem. Wild boar, snakes, chickens and alligators all co-exist - some around the towns, some at a distance - with most yielding materials that can later be fashioned into medical items. Otherwise they make for great diversions; in one case I spot two pirates being mauled by a tiger and get to drive straight past undetected.
What is safe about this?
Up the difficulty.
I like what I am hearing. In FarCry 2 everyone was out to kill you all the time and teleporting jeeps where up your ass every 5 minutes.....good riddance.
Experience points in a game that has RPG like progression in single player are not the same as experience points in multiplayer games used to entice people to keep playing.
I'd say it's essentially the same thing. A constant stream of rewards in the form of XP, skills, achievements, unlocks etc affects your brain in the same way no matter if you're playing single- or multiplayer. Sure, these mechanics were perfected in a multiplayer context, but lately we've been seeing more and more of them in strictly singleplayer games.
I'd say it's essentially the same thing. A constant stream of rewards in the form of XP, skills, achievements, unlocks etc affects your brain in the same way no matter if you're playing single- or multiplayer. Sure, these mechanics were perfected in a multiplayer context, but lately we've been seeing more and more of them in strictly singleplayer games.
Goodfeedback, constantly rewarding the player; that's always a good thing, I think. That's a design element we do need to see incorporated more often. It's games that really respect your time that do that. In MMOs or F2P titles it can become sinister because the idea is to entice you to spend more, naturally. But in a game like Saint's Row 3 - you get XP for EVERYTHING. Stuff you get punished for in other open-world games! - it's absolutely wonderful.
Traveling on rivers in boat was the only acceptable way to travel.
what? they trickled into MP games from SP games. You had experience from every fight in Baldur's Gate, you get XP for exploration in Fallout, also there was Diablo. In all these games XP was used to unlock abilities and various stuff.
What has changed? NOTHING.
I actually don't get that one. Neither from the author nor from the people here.In particular, the constant 'threat' of enemies. It made the combat feel like a chore more often than not and, having read this thread, I'm glad I'm not the only one. It's a cool concept that just didn't work.
"Feel good" is only a smidgeon away from "fun". It's not quite as meaningless, but still excludes stuff like survival horror. There's more to enjoying an overall experience than getting your balls tickled every minute.A lot of people like it. I mean, it's not really a mystery or a tragedy of misguided design philosophy. Designing a game that makes you feel good while playing it seems like a wise course.
Like I said, the prevalence and amount of feedback and rewards. I'm sure you know what I'm talking about, it's talked about quite a lot in the press, podcasts etc.
you get XP for every action in Fallout (completed a quest, killed somebody, unlocked something, spoke with somebody successfully, found a location). You get XP for every action in Far Cry 3. Seems like "the prevalence" is on the same level with old games and nothing has changed.
So you see no difference between that and, for example, Peggle, where you click your mouse once and are rewarded with slow-motion explosions and Ode to Joy? That's an extreme example but it perfectly illustrates my point. It's very obvious that games in general are moving towards "less effort for more reward".
No it doesn't, Peggle is an insanely easy game to get into as is. And ode to joy only plays when you clear the last orange peg.
So you see no difference between that and, for example, Peggle, where you click your mouse once and are rewarded with slow-motion explosions and an ecstatic choir singing Ode to Joy? That's an extreme example but it perfectly illustrates my point. It's very obvious that games in general are moving towards "less effort for more reward".
Were there races in Far Cry 2? I can't remember, either way they're present in the 3rd, it was quite fun tazzing it round the island on a quad bike.
I guess if it retains all of the engine qualities from 2 (vehicle handling, gun handling, physics etc) and adds in some new mission types, then I'll be happy. It just has that danger of reading the same ground and becoming a first person version of Just Cause 2.
Nitpicking doesn't disprove my point, it's still an overabundance of stimuli for practically no effort at all. You can look at Call of Duty instead if you'd like.
I'm with you in spirit, but between the Souls games, DayZ, FTL and now XCOM... I'm not seeing it. Or rather, that wave has already crested. People seem to be (re-)discovering/still seeing the value in failing spectacularly. Sure, mainstream stuff seems to be holding your hand more and more, to the point where they are scared to let go, but it isn't that bad.So you see no difference between that and, for example, Peggle, where you click your mouse once and are rewarded with slow-motion explosions and an ecstatic choir singing Ode to Joy? That's an extreme example but it perfectly illustrates my point. It's very obvious that games in general are moving towards "less effort for more reward".
I think that's his point. The amount of influence you have over success is minimal and the reward not proportional to it.You're criticizing Peggle for being a mindless game that feeds people egos and you didn't even get the details right, that sorta makes that point moot. Peggle doesn't take effort to begin with!
I think that's his point. The amount of influence you have over success is minimal and the reward not proportional to it.
He did mention that it was an extreme example of what he's talking about. I think it's fairly clear about what his sentiments are, but I don't want to make his argument for him or put words in his mouth so I'll leave it off here.Peggle is a casually designed game though, games that have systems where the player receives XP can or can't be casual. Also ode to joy playing in Peggle is hilarious and awesome, being soured by that it just odd.
You really didst have much to do in FC2 world besides finding diamonds and safe houses.
Any design decision that is anti-Far Cry 2 makes this game a fucking winner.