Nearly every space sim ever.Feature:
Outer space is full of water.Comments:
In the real world, outer space is nearly a vacuum. In the alternative universe which nearly every space sim ever is set in, outer space is filled with water. There is a top speed which is only a few km/s at best, and continuous thrust is required to maintain constant velocity.
|Original post by SunTzu|
... [ Excellent, but ultimately futile, arguments ] ...
What he said.
|Original post by Torquemeda|
I think the simple solution is just, to not have any saves points. Have restart points(like beginnings of levels) and give the player a choice to have all the monsters respawn when they die or keep the game state from the point just before you die and then reset the players position to a restart point. It may be annoying having to track through areas over again but at least you wouldnt have to keep killing the same monsters or redoing things and would be quicker to get back to the point that you were.
How is that a solution? It's not going to satisfy either Roots or SunTzu!
Roots finds the presence of a save game system he doesn't have to use offensive. No doubt he's going to be annoyed that there's the option of teleporting to an earlier location without having to face the same challenges for the 100th
time. Apparently that won't be fun.
SunTzu doesn't ever want to be forced to replay part of the game unless it's on his
terms. You'll probably argue that it's not "replaying" since the game isn't the same the second time around, because there are no monsters. That's true: the first time you die. Every time through that level after the first
is the same.
Game: Diablo 2 and almost every RPG
Feature: Character development
Comments: The large majority of RPGs do not allow you to test skills/stats, change them or adequately analyse which ones are good. This annoys me because in them you have a limited pool of skills/abilities and so you must choose carefully which ones you build up. But you are playing the game blind as you do not know what you will encounter in the future, and so you could end up creating a character which is unable to or only with difficulty able to continue. Generally to adequately build your characters in these games you need to look at a walkthrough(unless you dont mind playing for hundreds of hours like they did to make the walkthrough).
I sort of agree to the extent that you shouldn't have to have supernatural knowledge of the future to complete the game. (Unless your character
can see the future.)
What method of character development do you prefer?
1. Character progression is essentially fixed. When you gain a level, the game's designer chooses what happens to your abilities. Exceptions are not relevant: e.g. you can choose to train in swords or axes, but your choice of weapon has no effect other than combat animations.
2. Character progression is fully under the player's control, but the game ensures that the challenges presented usually complement the character's abilities. Exceptions are either heavily foreshadowed (so it's your fault if you get it wrong), or part of optional side-quests (so you probably have to play repeatedly with an assortment of different builds to complete all side-quests).
3. In a party-based game, the main character's progression is fully under the player's control, but the game controls the supporting characters' progression to ensure the party is balanced.
4. Character progression is fully under the player's control, and the game's designer provides several different methods of overcoming challenges. Often, none of the methods will suit the character and he won't be able to overcome that particular challenge. This implies a significantly non-linear game design in which the distinction between the main quest and side quests may not be clear, if it even exists.
5. Character progression is fully under the player's control, and the game's designer providers precisely one way to overcome a challenge. If your character can't do it, you lose.
Character development is pretty stupid anyway. In the average RPG, your character has been training intensively for eleventy billion years, yet after maybe a week of adventuring, he becomes hundreds of times more powerful in almost every facet.