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Railroading

Started by December 28, 2000 04:26 AM
10 comments, last by JSwing 23 years, 11 months ago
quote: Original post by kseh

I keep forgetting about the value of replay value. But still, a firecracker is only entertaing the first time it''s lit.


Yes, but nitro, nukes, and dynamite in dozens of different combinations can be VERY entertaining. (Meaning the sum of all the interactions is greater than a single part. )

quote:
In a CRPG a player is more likely to get away with using pre-existing knowledge. Yeah you can experiment and make sure that you have the stuff you need when the time comes... but you''re still limited to the interface and what the programmers planned for.


You''re right. I guess what I''m talking about is more the kind of gameplay you get from combinatorics. I keep thinking about Starcraft as one shining example. Incredible longevity, simple graphics, and great gameplay because the permutations were so interesting (esp. against another human).

The strength (for me) is that you get to do the experimenting. You get to try to control the outcome. The gameplay is made up of tons of interesting decisions you make as you try to control how things turn out.

quote:
I guess that illusion I mentioned before is just that suspension of disbelief thing mentioned so many times before. If it''s there, then the player is gonna think he''s in control.


Yeah, I think that if your illusion is REALLY good then you can encourage players NOT to peek behind the curtain. But I was just pointing out that that''s pretty hard to do for the segment out there that wants control, and wants to experiment, AND wants it to have a significant impact on the game.



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Just waiting for the mothership...
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quote: Original post by Wavinator
Yes, but nitro, nukes, and dynamite in dozens of different combinations can be VERY entertaining. (Meaning the sum of all the interactions is greater than a single part. )


Yeah, the combination thing is the key.


quote:

Yeah, I think that if your illusion is REALLY good then you can encourage players NOT to peek behind the curtain. But I was just pointing out that that''s pretty hard to do for the segment out there that wants control, and wants to experiment, AND wants it to have a significant impact on the game.


I don''t believe in that whole illusion thing when it comes to non-linearity. If you lead the player to believe that there''s very much divergence, and there isn''t any they''re going to notice. If you design the game to lead them to believe that they will have little divergence then they''ll understand that, but trying to trick them into something in between is just a bad idea IMO.




"All you touch and all you see is all your life will ever be --Pink Floyd

Need help? Well, go FAQ yourself.

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Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi

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