Quote:Playing Fallout:BOS, I had one traps specialist. With 5 identical traps to disarm the first 2 are no problem and then the third explodes in her face. It's death by dice roll. I feel cheated. This is the sort of thing I mean.
Playing Romance of the Three Kingdoms, I take a risk leaving a province with only a few soldiers so I can attack another. My minimal defenses get clobbered by who I thought was an ally and one of my best diplomats is killed. This doesn't feel as random to me.
Maybe I'd get past the Fallout situation a bit better if instead of "Looks tricky" for a warning I got, "Hmm... I think I should read three more books on this subject before I attempt this." Looks Tricky is warning that I should heed, but we are heroes here and we're already doing extrordinary things. |
Good points. You should *never* randomly kill off a player. If the dice roll trap merely harms a player, that's a little more acceptable, but random harmful events should be avoided in general. A game should always provide the player with an avenue of escape, and a death should always feel like it's their fault. There are few, solid, unchangeable rules in game design, but no random deaths should be one of them.
Resident Evil 4's action cutscenes (hitting certain buttons at certain key moments, or you die) are a good example. They surprise the player. They keep the player involved even during cutscenes, and they never require the player's death. A good way to improve the Fallout:BOS system would be to implement something similar. The player fails the random dice roll, so now he has to hit a button or perform some other action in order to escape the trap. Make the trap still do some damage, that way the player is still forced to keep their trap disarming skill up.
This still connects to the tragedy discussion. If the tragedy feels random or forced, the player will hate it. Give the player a way to escape the tragedy and they'll know it was their fault.
Quote:Original post by Anonymous Poster Sorry, but your all on the wrong track. The adaptation of fiction to a game media disolves the user of needing to use his imagination. That is the critical link to emotional bonding to fictional characters.
Every human has a unqiue ability to put themselves into other peoples shoes/situations. Given the presentation aspect of modern gaming, that function is'nt needed.
All of you remember when games used to feel a certain way. Emotional enough to lust after, worlds large enough to want to add to them via early mods etc. This was because worlds were rarely defined to the percentage they are now.
All you need to do is present the player with less visual explinations of certain events. My studio is including a small 50 page book to set the atmosphere of our first title. This will be given out to the presell customers, as an imagination teaser. Something to get them discussing ideas to other people, and thinking of how thier own world is defined. If they disagree with our presentation of certain designs, they will be given the tools to change them, and share them with others.
Just stop forcing a player to view something in a cut scene. HL2 tried to do this, but they went a little too far, and left things too open. But the player, not the designer, made the experience his own. |
I want to respond to this, but I want to better understand your argument. What is it about modern games that keeps the player from using their imaginations? Is it the graphics? The complex worlds? The storylines? Some combination of a variety of elements?
I have no problem using my imagination while watching a movie or reading a book, and I fail to see how playing a game suddenly cuts me off from my imagination.
Getting away from cutscenes is usually a good thing, but they aren't inherently evil either.