10-15-2005, 04:03 PM | #1 | |
gin soaked boy
Join Date: Jan 2004
Location: Virovitica, Croatia
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Features every game should have
While I was playing The Incredibles the other day, I came to realize something. Sands of Time was a short game because it was brilliantly designed, it was short because it was good. It did its best to remain accessible to the player and didn't do anything to artificially increase its length. What does this have to do with The Incredibles and the title of this thread? To answer that question, I'll have to quote... Myself!
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What are some other features you believe every game could substantially benefit from? Maybe not every game, but every game of a certain genre or style. Let's hear some ideas. And no, Trepsie, Sam Fisher's ass doesn't qualify as an essential feature.
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10-16-2005, 05:05 AM | #2 | |||
Just charging up
Join Date: Nov 2003
Location: among the living
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Essantial features huh, ehm....
BULLET TIME!
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10-16-2005, 05:07 AM | #3 |
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Autosave and the option to save anywhere at anytime.
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10-16-2005, 05:41 AM | #4 |
Squeaky
Join Date: Feb 2004
Location: Canberra, Australia
Posts: 1,320
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Whilst I like 'save-anywhere' functionality, I'd actually like to see a little less of it in the FPS genre. I just played Far Cry and I loved the save system (although I suspect I'm the only person who did). The checkpoint system was awesome for increasing anxiety and encouraging cautious play.
As for the rewind feature in Sands of Time, I thought that was brilliant, and I have to agree that I'd like to see it used more. However, it'd be nice to see developers innovate/improve on it, rather than just saturate the market with the exact same thing. |
10-16-2005, 08:04 AM | #5 |
Homer of Kittens
Join Date: Aug 2004
Location: San Francisco, Bay Area
Posts: 4,374
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I definitely say checkpoint save, quicksave and save anywhere. Basically Half Life 2's save system. The problem with console games historically was that there was not enough flash memory to have a snapshot save anywhere, and its not helping that the 360 dropped the hard drive in their cheaper model, and asked the developers to program for the lowest denominator. I'm hoping that developers would provide the people with hard drives the ability to save anywhere, and everybody else a check point save. If you want to make your game challenging, try to rely on gameplay mechanics rather than forcing people to repeat the same sequence 200 times.
As far as Rewind goes, it is a brilliant idea to counter saves anywheres in SOT, but I can tell you from an engineering perspective, it's a lot more work than just providing a single save anywhere.
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10-16-2005, 08:09 AM | #6 |
Homer of Kittens
Join Date: Aug 2004
Location: San Francisco, Bay Area
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One feature I would like to see more of is:
Skip cutscene that I have already scene with a button press Culprits I can think of: ICO. Again, it augments to the save anywhere, but nothing sucks more than dying frequently and having to watch the same cutscene 10 times. Good ways to fix that is to let people skip cutscenes, and provide them in the menu with all the cutscenes accessible to viewing (like Psychonauts did).
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10-16-2005, 08:53 AM | #7 | |
Chris Barraclough
Join Date: Sep 2005
Location: London
Posts: 2,437
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Every game should have a crazy talking rabbit in it. |
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10-16-2005, 01:23 PM | #8 | |
El Luchador
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On the topic of save-systems. Scrap them. I hate having to press buttons, or go through menus to save my progress. I mean, what the hell? Are we playing Excel, here? Nothing makes me feel less like I'm playing a game, and more like I'm manipulating images in Photoshop, than seeing "Saving.." floating on my screen. Call me crazy, or whatever, but I'm more interested in playing games than quick saving/loading all the time. Essential feature of the day: Gameplay Designed To Avoid Bothering Player With Saves.
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10-16-2005, 02:16 PM | #9 |
Club a seal or two
Join Date: Dec 2003
Location: Oh Canada!
Posts: 300
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Widescreen support.
I don't have a wide screen monitor, but it's the wave of the future |
10-16-2005, 02:38 PM | #10 | |
The Threadâ„¢ will die.
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As for save games, the Far Cry system annoyed me. For people wanting the system as a challenge I have no problem, but I like to be able to save whenever I like, and I was annoyed that a quicksave option wasn't even available on the (laughably titled) "Easy" mode. I ended up hacking the game to enable quicksave . I'd also like most games to rename their "Easy" mode as "Normal", "Normal" as "Hard" and so on. When I read the word "Easy" I expect it to be just that - easy - and I get incredibly annoyed when I find myself unable to progress after about two-thirds of the game. I know that I'm hardly great at FPS games, but I'm also not atrocious, and games like Far Cry were seriously taking the piss with their "Easy" mode. The Thief games had the right idea here - if the easiest difficulty mode isn't easy, don't call it "Easy"... [/rant] |
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10-16-2005, 02:58 PM | #11 | ||||
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Quote:
Otherwise
And yeah, you deserve it! You weren't the one who'd have to start from the beginning of a mission in Splinter Cell: PT if you got 3/4 in and goofed up.
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10-16-2005, 03:10 PM | #12 | |
The Threadâ„¢ will die.
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One day I may succesfully complete the first level. Possibly. |
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10-16-2005, 03:13 PM | #13 |
merely human
Join Date: Sep 2003
Location: Chicago
Posts: 22,309
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Tell you what. Let's show up at bigjko's front door with a copy of Hitman: Codename 47 and force the beeyatch to play it at gunpoint.
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10-16-2005, 04:04 PM | #14 | |||
Squeaky
Join Date: Feb 2004
Location: Canberra, Australia
Posts: 1,320
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@SD: Yeah, there should be some kind of law against unskippable cutscenes. Along the same lines, unskippable dialogue (once you've already heard it) is a pet peeve of mine. |
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10-16-2005, 04:10 PM | #15 | |
Kersal Massive
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Well done Overblood 2. |
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10-16-2005, 04:37 PM | #16 |
woof
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Not just multiple endings but multiple paths, always good for replayability
And jumping, i just hate it when a game gives you direct controll of a character but for some reason they refuse to jump.
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10-16-2005, 11:37 PM | #17 | ||||
gin soaked boy
Join Date: Jan 2004
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10-17-2005, 12:13 AM | #18 | |
OB
Join Date: Oct 2004
Posts: 662
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Pausible cutscenes is a good idea...I think I recently played something that had this feature, but I can't recall. Fahrenheit? Realtime rewindable cutscenes would be nice for those times when you miss something or want to see something you thought was cool while still playing the game.
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10-17-2005, 01:21 AM | #19 | |
gin soaked boy
Join Date: Jan 2004
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Quote:
True, you could make the game use a limited number of slots for cyclic periodic saving and also autosave at the start of each level. Serious Sam games do something like that, only with quicksaves instead of periodic saves. Still, I think every game should offer at least quicksaving in addition to autosave. But intelligent autosaving systems are always welcome.
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10-17-2005, 01:37 AM | #20 |
OB
Join Date: Oct 2004
Posts: 662
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I think limiting the autosaves to a limited number of slots would fix the huge savegame problem. Of course a traditional quicksave option and a beginning of level save should be included for those who want it or need to start over from a very early spot(or a favorite spot). The size of the savegame file is dependent on each game/engine, so they aren't necessarily going to be several megs each. It just depends on how much crap there is to save. The SAV files in my Disenfranchised title are coming in at under 40KB, but there isn't much getting saved, at the moment. Still, it's a long way from a single MB(knock on wood).
These ideas are just a couple ways to eliminate having to cycle through menus/panels to save...it's a potential path to keep the player in the game.
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