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Game adapts or Player adapts?

Started by August 22, 2001 07:16 PM
7 comments, last by Wavinator 23 years, 5 months ago
Just a little mini-poll... Which game type would you find most fulfilling: A game that you have to adapt to in order to enjoy; or a game that adapts to you? Example of the first: You start out in the middle of the game universe, and as you move from location to location, the challenges become tougher and tougher. You have to figure out how to beat the challenges with whatever resources and choices you''re given. In most cases, if you can''t beat a challenge, you''ve got to try to take it on later. Example of the second: Challenges come to you. Based on choices you make at the start of the game (like character creation for an RPG, or which side you choose in an RTS), enemies and obstacles find you based on your strengths and weaknesses. You never have to retreat from a challenge, because you should always be equipped to handle it. -------------------- Just waiting for the mothership...
--------------------Just waiting for the mothership...
I would definitely choose the 1st, but I like to take as much responsibility in a game as possible. Perhaps that''s because I hate responsibility in real life?

A CRPG in development...

Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
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Well, you data is incorrect, for the second one its: You never should run into a problem because you BELIEVE you can handle it. When you go to fight a major boss or get lost in a cave full of duerger, you dont expect to live. In my many adventues into the underdark, I have not died. I am Drizzt Do''Urden and :
:

"I''''ve sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do''''Urden
------------------------------Put THAT in your smoke and pipe it
I''d have to say that I''d really like a blend of both.
Well done, either can be a lot of fun.
If pushed really far, or used baadly, either can be an absolutely horriffic expierence. And if done well, either can be great.

But if I was going to pick one, I''d prefer something more like the first example. It seems that there would be more choices throughout the game with that set up, as opposed to a slew only at the beginning.
Obviously there''s no reason why both elements should not be blended in the same game. The first example looks better, but I bet noone would be unhappy if after some deeds of great valor they find new doors open to them, or some damsel in distress coming from afar asks for their help because "you''re the only one that can help me" - the game adapting to the player.
thatwasme
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Not exactly the same thing, but in Max Payne, the game will adjust itself (adapt to player) so that if you are doing real bad, the enemies will be slightly easier, and if you just go around killing enemies left and right without getting a scratch, the game will make the enemies harder. It''s an interesting idea, just so long as the game still has enough challenge to still be fun.
Trick question boohoo.

The game should adapt to the players, but make the players "feel" they are in control of adepting to the game environment

Edited by - Mooglez on August 22, 2001 10:43:40 PM
-------------Blade Mistress Online
I definitely favour the first one.
ESPECIALLY since it leaves CHOICE to the player. In the second example, the player will find out pretty soon, that whatever comes his way CAN/SHOULD be defeated. In the first example, the player will have to assess each situation and decide (based on findings) if he should try to tackle the obstacle or not.

You either believe that within your society more individuals are good than evil, and that by protecting the freedom of individuals within that society you will end up with a society that is as fair as possible, or you believe that within your society more individuals are evil than good, and that by limiting the freedom of individuals within that society you will end up with a society that is as fair as possible.

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