Quote:Original post by Captain P
You prefer more open games, I quickly feel lost in them. That doesn't mean any one of those games are poorly designed, they're just designed with different publics in mind.
That sounds a little ridiculous. Do you really feel lost by gaining the flexibility to implement your own strategy? Allowing this flexibility does not change anything other than the possibilities. If you like having the answer thrown in your lap, you can still have that, as it would work right along with the flexibility. But if you want to ride-the-rail, aka Virtual Cop or Myst, then yes, this type of design would ruin it.
Half-Life 2 had plenty of extremely fun situations. But they also had plenty of cheap tricks to keep the player on the rails. And many of those tricks actually subtracted from the gameplay. It has a superior physics engine, right? I mean you can bounce baby dolls on see-saws and use weight scales to get ammo. But did you ever try something useful like barricading a door from the bad guys? Valve doesn't allow that type of thing. That would require a ruleset AI instead of scripted AI.
Quote:I understand your issue, and in some games I have the same feeling, the idea you're being pushed through a certain predefined tunnel, so to say. That's probably poor design. However, I've played various games that are essentially equally linear, yet still give the player the feeling they're doing it themselves.
I'm guessing my point is still unclear. Deus Ex was very linear, yet still did not suffer from the problem I'm bringing to attention. As I said before, their A,B, or C choices don't really trick anyone into thinking the choice came from the player. But that was just the plot development. Their gameplay was very flexible. Ruleset AI. The player could do whatever they wanted to win a mission. They weren't forced onto a rail. If they wanted to kill everyone, cool. If they wanted to sneak around, that's okay too. Bombs? Yep. They never handed any sort of recommendation for achieving victory to the player. They simply presented a situation and let the player do his thing. There were hackable computer consoles that could be ignored, tweakable mechs that could be ignored, ammo that wasn't needed, and all sorts of other unnecessary possibilities. It's not that the designers are trying to pretend they are not handing the player choices, it's that they really are not handing them choices. They are associating choices with game world elements, and those elements are put in places where they make sense. The choices are not an illusion.
Quote:On the other hand, masking a single choice as if it was an open choice can be effective just as well.
I don't agree. Maybe with the plot. Not with gameplay.
Quote:Quote:I see no reason to prevent item hoarding. It's a lack of strategic skill on the player's part to miss opportunities to use items in good places. If you never believe the use of nice items warrants their loss, I have a simple solution. Turn up the difficulty, or stop saving the game every 30 seconds.
Aren't you the one now who's forcing people to play the way you like? ;) Some players don't play for the strategy, others see it as a skill to beat situations with as little resource waste as possible. I remember playing Tomb Raider, only using the pistols. I saved a lot, too. Still, I enjoyed the game a lot. That was my way to play it back then, it was my 'solution' and I had fun with it, and isn't that what you're trying to emphasize?
What does any of this have to do with preventing or not preventing item hoarding? If players don't want to use my game world items in the places where those items are the most effective, then I leave that choice with them. I'm certainly not going to restrict the choices for other players because of it. You're suggesting that I'm forcing people to play the way 'I like' by not implimenting item hoarding restrictions?
Quote:On the other hand however, I think preventing ammo hoarding can be quite effective. The original gameplay can be fun, but by preventing hoarding, the designers can enforce players to rethink their strategies because the ammo they trust on may not always be sufficient. Some players play (too) carefull and while they may enjoy a game that way, forcing them to finally make those decisions can unlock a new level of gameplay, one which they never would've gotten to by themselves.
By preventing ammo hoarding, are you not forcing players to play the way you like? I could certainly strap a lot of ammo onto myself in most situations. I would have to question the game for preventing me from doing this. That's like puting a bandaid over a poorly balanced ammo supply. If you want to limit the ammo, then just limit the amount of it available. There's no need to limit the player to a carrying capacity of 30 shots.