12-21-2005, 04:35 AM | #21 | |
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12-21-2005, 07:32 AM | #22 |
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With a map, you'd click on (let's say) the mansion, and go through three screens before you enter the main room where all important people are. With MY system, you could just skip to the main room.
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12-21-2005, 07:50 AM | #23 | |
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Spoiler: I don't think that that is in any way fair to the player. Why on earth would anyone want to perform the necessary activity without any form of prompting to do so? |
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12-21-2005, 08:00 AM | #24 | |
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It has a node-to-node map, which is more immersive and pleasant than a simple keyboard shortcut, IMO. EDIT: Not to mention that you can have a map + double click feature enabling instant exit.
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12-21-2005, 08:12 AM | #25 | |
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Spoiler: Lynsie
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12-21-2005, 08:24 AM | #26 |
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I totally support the "not until you need it" principle, though I agree it's been handled pretty poorly in several games. And as mentioned, there's always going to be a tension between when a player decides they need something and when the developer decides the character needs it. I'm not sure what the best way around that is.
Maybe the ability to pick everything up combined with a limited inventory size is a better way to go. Obviously the same rules of design would have to apply (logical puzzle solutions, no excessive backtracking, etc.) You could add more random junk to the environment, too. |
12-21-2005, 08:57 AM | #27 |
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When you're playing a very well designed game, you only think about picking up a certain object after you're confronted with a certain problem. When you're picking up a random object for no reason, something is wrong because you already KNOW you're probably going to need it later on.
--Erwin
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12-21-2005, 09:30 AM | #28 | |
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12-21-2005, 09:56 AM | #29 | |
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12-21-2005, 09:59 AM | #30 | |
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My mind may well be playing tricks on me, though . |
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12-21-2005, 10:07 AM | #31 |
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Ah, what an opportunity to butt in with a ridiculous and irrelevant idea....
Say there were a noticable difference between the backdrop and any usable items. You know, a usable item might have an outline, or it might have brighter colors- that sort of thing. The player will subconsciously filter out any items without that graphical enhancement, because he knows it's not usable. Later, if some object in the background, becomes necessary, it might gain that enhancement, to indicate that the character has considered using it. Oh, and by the way, Mares, bad idea. Assign rooms to numbers and you break the story. This could only work if the entire game is built around this type of movement- say, if the entire plot takes place in a number of adjacent, numbered rooms. Otherwise, it just pulls you out of the game. The connection between area and number would be too arbitrary. A letter, maybe, or a list item. But not a number. |
12-21-2005, 11:12 AM | #32 | ||
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My problem is with games that will let you pick up some things but won't let you pick up other things that are just as random. (Sorry Scott, the example that comes to mind is in ATTWN .) Spoiler: |
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12-21-2005, 11:28 AM | #33 | |
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My idea for numerical shortcuts, if you've noticed, comes from RTSs. I'm a gamer well versed in most genres, so I'd have no trouble using this type of interface. Imagine the skipping between screens as movie editing--the transition is implied, and left out because it's irrelevant to the story. So I imagine it working in quite the opposite way. If you insist it shouldn't be a number, I don't see why a gamer wouldn't be allowed to assign letters to screens as well. Whatever mnemonic device works best for you.
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By no rocket’s blue shade am no shells dead down there, Gave no proof all day long that the flag was unwhere! No say does am spar-strangled shroud hang limply! Under land of no free! Am us home coward-leeee! ~Excerpt from the Bizarro Anthem Last edited by Maquisard; 12-21-2005 at 12:02 PM. |
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12-21-2005, 11:58 AM | #34 | |
Not like them!
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12-21-2005, 04:01 PM | #35 | |
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What I mean is, that the best games don't present their 'useable' objects too clearly. Now don't get me wrong, I don't like pixel hunting. But I don't like objects screaming "Pick me up! It is very probable that you will need me later on!" either. --Erwin
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12-21-2005, 04:26 PM | #36 |
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I prefer to pick things up as I'm going along. I hate having to revisit just to find that something previously unavailable is now available. Also, it gets me thinking ahead. So, if I'm walking along, and I find said coathanger, I can pick it up, then I know that somewhere further along the line something will happen that will allow me to make use of it. I find that perfectly logical.
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12-21-2005, 07:04 PM | #37 |
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I think the most reasonable way of doing that, or at least the one that pleases me the most, is having every item that might or might not be able to be picked up active as hotspot (maybe a changing cursor to avoid pixel hunting), but that interaction by the character renders a description of the object itself, and not something about the lines of "that is interesting", "huh, pretty" or something that gives you no idea of what the object is. This way you accomplish two things: make the player conscious of all the items available in the game, and have opportunity for character development by dialogue. Then, when the player encounters a puzzle, one might remember objects from the rest of the game and go and try to fetch them, and only then will the possibility of a pick up be enabled. This way, in my opinion, forces the player to retain more of the game in their minds, maybe accomplishing higher immersion.
You can always have a comment on an item in your world, but not always have a reason to pick it up. Acquiring (sp?) something up has to have more context, and that context is given by a puzzle (mechanic, ambient, fetch-for-someone,etc). |
12-21-2005, 07:47 PM | #38 | |
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12-21-2005, 08:33 PM | #39 | |
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By no rocket’s blue shade am no shells dead down there, Gave no proof all day long that the flag was unwhere! No say does am spar-strangled shroud hang limply! Under land of no free! Am us home coward-leeee! ~Excerpt from the Bizarro Anthem Last edited by Maquisard; 12-21-2005 at 08:46 PM. |
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12-21-2005, 08:39 PM | #40 | ||
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Last edited by Bastich; 12-21-2005 at 08:47 PM. |
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