The problem with "hey, if that's what they want to do, let them!" is that it takes the design out of game design. Open-ended systems like Elder Scrolls are interesting, but they end up being poorly paced, unbalanced, undirected messes. And this is coming from a guy who is counting down the days until Skyrim comes out
Do games really need more flexibility? Do players really need more control? I think we try so hard to give players a "fully realized world" that we forget that what they want is a game. They want a challenge, they want well-timed rewards. They want to be immersed as part of the world, and that usually means they aren't a god-like entity that can get away with mass genocide just because they figured out how to cheat the A.I.
I believe players do need more control. Its one of the reasons that the Elder Scrolls games have been smashing successes. Giving players options and not a roller coaster ride gives a game more replayability. An open world allows for a number of advantages to the developer, especially with the advent of Trophies/Achievements/Collecting things.
I will agree that when you give players an open world and a bunch of options you will not be as deep as say a game that gave the player just one of the options of play.
I find the biggest thing that breaks immersion for me is barriers. Doors that can't be opened, streets/buildings that you can't get to. It completely takes me out of the world.
A common way games get around this is your first quote (situations where different builds have different advantages). Wind is an interesting alternative for marksman specifically. Other possibilities:
'- Some games "shake" the gun to simulate the unsteadyness of holding a real gun. This could also rise based on some sort of stress factor.
- What if the Marksman stat didn't change your hit rating: instead, it changed what guns you could equip? So you see a sense of progress (I can use better weapons) but not a sense of god-like power (each weapon has its own strengths and weaknesses).
- If sniping a sitting target in the back of the head is a perfect hit every time, just don't place as many targets sitting on benches with large open spaces behind them... level design can fix alot of these issues.
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I like these ideas, especially the different take on the marksman stat/skill. Thinking outside the box. Thank you for your contribution!
- You're prototyping in Unity? Simple wind is easy Create two variables somewhere: a public float windSpeed that is clamped between 0-1 and has a public Vector3 called windDirection that must be normalized. Then for each rigidbody bullet that you want to affect, just apply AddForce(windSpeed * windDirection * Time.deltaTime) each frame and tune those two variables until it feels right. If your bullets aren't rigidbodies, you will just do the equivalent with whatever physics you are using. The side effect is that players might find it frustrating that the bullet doesn't go where they're aiming, so be careful... but it's worth a try. Maybe adding an on-screen indicator for wind direction and a TrailRenderer to the bullet so the player can see the path it took will help people get used to it.
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Thanks for that tidbit!
- Have a skill cap: if "maxing your character" is 1500 skill points, only allow the player to reach 750 skill points so he has to choose his proficiencies. If he wants to spend 100 points on Marksmanship, he's going to be very weak in other areas. You can hide something like this quite well, to where the player doesn't even feel like they're being manipulated (see Deus Ex).
- Place targets in groups: you might be able to snipe the guy sitting on the bench, but that's going to alert his sidekick that is pacing on the sidewalk practicing a speech...
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The skillcap is definitely in. No demi-gods in this game. I also like the groups Idea. You pick off the guy on the bench but all the bystanders are sure to alert the authorities. How that would be built in (GTA style, or something different) is for another discussion.