aigan said:
Another common way is to introduce new tools or skills after the player has mastered a certain skill. In the beginning, they may not know what herbs to pick or how to make the food, so it would be a long and involved process. After a while, when they mastered it, they often get something enabling them to get more of the ingredients faster, and thus not having to spend as much time doing the same thing. The process transitions to incorporating and combining the things they learned with other things.
Agree about introducing skills slowly and one after another, but crafting is again a bad example, since it requires no mastery. Its an abstract mechanic, taxing the players memory, and it is no fun to hang out in inventory screens, combining things while interrupting the actual game. Crafting is really a fallacy of modern gaming imo. Anything that requires a minigame like an inventory screen, implementing abstract mechanics which are not backed by the actual simulation of the game, is pretty much tabu for me. That's no mechanics. It's just bolt on complexity bloat, and desperate but failed attempt to add depth to a game.
It worked for point and click adventures, or round based games, since they are constantly in pause mode, and simulation is abstract entirely. But mixing this with realtime action games simulating laws of physics just does not work.
So we either need to find ways to implement crafting in the game, not it's menu,
Or we need to focus on other systems which build on top of the actual simulation.
But so far, nobody could solve either of these problems well, although they are really obvious to see.
So maybe it just isn't possible, or we are all blind since decades to see a potential which hides in blind sight.
That's also the reason why i can't befriend ARPGs, btw. They add abstract mechanics and games of numbers and stats, borrowed from round based board games, to a video game doing a realtime simulation of reality. But it does not fit together. It isn't intuitive at all. It's nonsense and does not work.
But obviously that' just me, since those broken games are the most successful currently.
aigan said:
But many times, I would like the upgrade in an open world with resource collection to just have one action for filling up all resources from the area without having to go search everywhere.
It's not your fault.
If such feelings arise, the game is either torturing you on purpose,
or you have just experienced bad game design. : )
The higher the complexity, the richer the options, the more often bad things will happen. Your director will make many mistakes, annoying and frustrating players by accident.
I guess we can not avoid this entirely, but we can try to compensate with good things.
However, collecting resources is just boring AF by definition. Its work, not fun. Another fallacy of modern games we should get rid of, imo. Pretty much the same issues as mentioned above on the crafting example.
Our inventory should be filled with tools, not with passive and boring bloat for a ridiculous illusion of complexity following abstract rules which are not intuitive and hard to remember.
What should i do? Contrary to you, i just don't have any fun anymore with Playstation. Presentation is great, but modern game design suffers to much from enforced, desperate progress which goes nowhere.
aigan said:
Another method from the older RPGs are the random events while traveling on the worldmap. The travel is skipped up to the point where something interesting is happening.
If i can notice the event is generated randomly, eventually even using enemies which are spawned out from nothing, it's just suspension of disbelief.
But i know you work on that. : )
Metroidvania is probably the genre showing how to make traversal enjoyable. (I just never had a Nintendo.)
If i have to track back, but i have a good reason to do so, it's fine. But the game should look good along the way to please my senses.
If i have cleared all enemies from the area, so there are no events along the way, that's no problem. It is my reward for the work i have done before. It shows the world is persistent and thus could be real.
If the way is just too long and becomes boring still, that's clearly a design mistake then.
Fix the reasons, not the symptoms by halucinating meaningless random events.
aigan said:
But if you are a player that never was bothered by the lack of choice, you could keep playing linear story games or the games that aren't story-driven.
Yeah, i am like this. So i'm not your target audience.
But if you get it right, i would not be annoyed about your system, like i'm about crafting, collecting resources, or leveling up RPG characters.
So my feedback is still useful i guess.
And i'm still interested in the general systemic idea, even if i probably sound dismissive.
I just focus more on the problems than on the goals, since that's where the work is usually spent.
aigan said:
I’m wishing for AAA immersive action-adventures that allow me to find non-violent solutions
Yeah, seconded. For me it's not about ideology or ethics of players, but about enabling creativity.
That's what made playing Lego so much fun for me as a kid. I could build anything i wanted.
But in games i can only do what they want.
So the goal is the same, just expressed differently. Avoiding violence is the most fruitful toy example to come up with related options.
Another example is being 'insidious' (hope that's the proper word). I want to be unfair in games. I want to beat enemies using bad, ‘unethical’ practices. (I really lack the vocabulary) E.g. using traps, but ideally implemented using emergent, situational options from the simulation.
So, ideologically that's actually a counter example, but it's still the same goal. Call it freedom, options, individual playstyle, or whatever.
Another example would be to use a point and click adventure way, instead going the forceful action way to achieve some goal. E.g. by making deals with somebody from the enemy camp, solving some puzzles to open doors. etc. This could include conversations.
But at this point, unlike you, i did not consider a emergent / procedural approach would be possible. I thought this needs to be set up manually, using the usual linear / branching limitations, and causing a lot of work.
Now you have changed my mind on that, but i will not try to implement such thing, because lifetime is finite. I have too much other things on my plate. And if i can make one more game at all, i wont use a public game engine. I have too much custom tech, so doing it from scratch feels easier to me, but i'm still years away form the point to start work an a game for real.
aigan said:
You can see it clearly in more than 90% of popular films and tv-series.
Yes. But personally i like the other 10%, i guess. : ) (Idk Campbell myself, but other gamedevs mentioned it to me)
I'm a niche. But i'm convinced niches are the future. Generative AI will destroy mainstream with procedural boredom and repetitive, predictable content. Recipes that previously worked will be dismissed, even from people who do not care or think about it a lot.
So we need new and aggressive ideology and ideas. Star Wars, Bladerunner, Lord of the Rings and Dune - it's all gone. We need new stuff, no longer the SciFi helmets and trapezoid doors, swords and pointy ears, which look the same in every game.
HZD tries pretty hard in this sense, btw. It's refreshing, if there were not those silly hairstyles. :D
But the real example is Scorn. It's stealing Giger or Beksiski artstyles, but does nto matter. The result is you explore a world you have never experienced before. And this alone makes the game a masterpiece, while CP2077 is just a lowbrow cliche and stereotypes (but at least not as bad as in the Witcher before).
Scorn is not that successful, but also not that costly to produce. Most people don't like it, but some love it.
And thats a valid future: Reduce costs and serce a niche well, instead trying to serve a statistical average of a thoughtless teen player which does not exist.
At least i hope so. And no matter what - that's what i will do. ; )