Quote:Original post by Wavinator Can you describe how this worked a bit more? Did you just look in the direction of the creature and click? Was there any other gameplay or risk involved? |
You had to press a button on the gamepad to pull out the camera, then zoom and frame the creature to take a picture of it. The difficulty in doing this varied, as some creatures moved.
As for risk... some of the creatures you had to photograph were enemies, or were only present in areas full of enemies, so it presented a risk at times as you had to try to photograph it while things were attacking you.
Quote:I definitely see this as a possibility, though maybe weird one as it may have you asking about the game's focus. But I do like the idea if mixed with limits which you overcome by buying better stuff (faster drives or a warp, as staaf suggested). |
Note that I don't think that giving the player something to do should remove the possibility to skip it. If a player wants to go into stasis while he's traveling from one planet to another, he should be able to, but for those that want to wait it out (or haven't bought the equipment required to go into stasis), they should have something entertaining or interesting to do while they're traveling.
Quote:The point of all of this is that you've only gotten into a boring situation because the game has planets which could turn out empty. Even if you could scan the planet and see that there's nothing there, I can see players still landing and being disappointed because they got into a boring experience. They would be of the mindset that the game should never let them get into any situation that's boring. |
Starflight (an old, excellent game based on space and planetary exploration in a HUGE universe) had this same situation. They handled it by allowing you to scan the planet before landing on it, to see the concentration of minerals, life forms, etc. You could then decide whether to land on it and explore more.
I think the problem isn't whether or not the players have the opportunity to experience something which might be boring - the problem is whether or not they blame the fact that they're bored on you as the game designer, or if they blame it on themselves as the result of a believable choice that they made in your world. As long as you always give the player a way to get around something that could be considered boring, then I don't think that they will blame it on you.
Take the example of flying from planet to planet, for instance. If, when the player first purchases their ship, one of the options that you ensure will be affordable (but
not required) is a stasis system, and the player opts to skip that system and get stronger weapons instead, I can't see a player blaming you because they can't go into stasis while they travel. It's something they chose, and you provided them with a way around it.
The same holds true with empty planets. A player should have the ability to scan the planet, and if they see it's empty and don't want to be bored, fly away. But, if for some reason, a player WANTS to go and explore an empty planet, I don't think you need to break the realism of your world in order to account for their obviously bad choice.