kenu12345 said:
ZombieProof said:
kenu12345 said:
ZombieProof said:
kenu12345 said:
ZombieProof said:
If the emergent game play design is good enough, your character never dies because there's a nigh infinite amount of micro-situations for them to get into and figure ways out of.
fallout 4 and GTA V are excellent examples of this point.
I just wanted to say Fallout 4 is a horrible example of this to where the 'emergent game design' messed with the quality of the game. There really ain't as much interesting quests out there and those repeating quests are almost unavoidable at times to picking up and its frustrating especially after you realise that its just spawning random enemies in random areas that it wants you to kill. Once had to help a settlement with a ghoul problem from ghouls on the other side of the map
I only play the game on the new survival mode. Even those random repeated fetch quests turn into an adventure without the ability to save or take any real damage. You never know what a walk out of that settlement will bring you. Plus only being able to save via sleep (and the lack of fast travel), at any point you can suddenly lose out on 45 minutes of gameplay from a landmine or surprisingly tough enemy. Fallout 4 survival magnifies every element of game play design to the point that no elements of the game are taken for granted like so much is in normal mode.
Play survival mode.
*edit*
...but stay away from that ballistic weave. It breaks the balance and tension of survival.
Sound tedious and annoying and an excuse for terrible game design. No offense. I don't think switching the difficulty will change my opinion on those quests. It wouldn't be as bad since you get ambushed with them at times and they are almost always kill kill kill
You're wrong. It's far more than a difficulty shift. It's a shift in game play design on the overall. All of what you just wrote is inaccurate supposition. It's not tedious at all (if you go into it expecting a more nuanced experience), no more so than any of the stalker games (which is what this new mode feels the most like). Calling it merely a difficulty shift is reductive.
And I think saying everything I said is wrong is reductive too. Another mission you are forced to take to clear another area doesn't suddenly become something else just cause you can't save. The difficulty may have changed, artificially if you ask me since you just have to start further off, but the mission is still the same drab 'kill everything' mission. Sorry but having to start an hour back cause I get stuck in a rock or am surprised by a legendary enemy is tedious and boring since I would be going back exactly the same way. I can tell you are passionate bout fallout 4 but nothing can change what I said about those quests and how dumb they are
Hmmm...for some reason you keep glazing over my mentions of the shift in game play balance that this new mode brings and only focusing on the difficulty itself. A useful allegory to help you understand better would be to think of how the enemies tactics in fear get better the higher the diffuculy. You don't just take less hits and they take more, their tactics become better henceforth introducing multiple instances of gameplay nuance that weren't present before. Suddenly, all of those items skills and perks that you were allowed to take for granted in normal mode become necessary for use. The difficulty isn't just upped, the variety of gameplay nuance on a whole is magnified. A walk from a to b becomes the maintenance of food, water, antibiotics, ammo, and items (dat carry weight nerf).
The quests themselves aren't any more or less interesting than the faction quests you get in Stalker, yet that game is heralded because of its atmosphere, varied gameplay nuance, and unpredictability brought forth by the many emergent game play elements. The reason why I say your take on walking from point a to b is so reductive in the instance of fallout 4 survival is because all of the above elements (and many and more that I fail to mention at the moment) turns a walk from a to b into a microcosmic adventure the likes of which are different every single time you engage in it. The tactics through which you engage in the enemies are equally amplified by the extra nuance.
So whenever you want a new unpredictable game play experience that provides challenge and fulfilling engagements, those walks from point a to be become these wonderful opportunities to experience something new and engaging every single time. I'm pressing the point because I'm trying to communicate the extra context that I've gained on the issue of fallout 4 survival from my 200+ hours spent with it on my level 122 character. You seem to be coming from the perspective of someone who's spent a bit of time in normal mode and grew weary of the lack of incentive to engage (which I can totally understand).
Fallout 4 survival is a different beast entirely though.