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imagremlin

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Loonyyy said:
le epic snip
I'm curious that all of the counter examples you used to support your views on depth seem to relate to fast travel and not waypoints: spells to teleport, join the Mages Guild to travel to other Guild Halls, use Silt Striders, gain magical skills to teleport without buying scrolls, so on. If I read that one correctly, we agree 100%. I don't like fast travel either, as I mentioned on another reply above.

What I was arguing against was lack of waypoints, the "find character/location X" puzzle, particularly on an expansive map like Oblivion's or Fallout's. The problem gets even worse when you have a dozen quests open. After I've done six or so, I go to my quest list and find one that goes "Find Character X" and I've totally forgotten what was that about. Without a waypoint, on a map that big, that is not only "not-fun" but "not-happening". In that I sympathise with the original "try Skyrim without waypoints" post you replied to.

Like Mr Madman says:

Madman123456 said:
Skyrim has quests designed around the arrow. In morrowind, they'd tell you you could find this and that in the census office in seyda neen. And off you go. You know where Seyda-neen is and you know where the census office is.

In Skyrim, the Quest says "bring me the head of Olaf Olafsen!" or something and the arrow points you to it. If you switch it off, you wont know where to look and you wont be given any clues most of the times.
 

Nomanslander

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Mr.K. said:
Well that doesn't always work, when a game was designed with certain brain dead mechanics in mind the designers also went lazy.

Where a game without quest markers would have to be done in a way you can logically navigate the world, one with them doesn't, remove the markers from that and guess what... you are utterly lost because they never bothered orienting the player, or with topological features or quest directions.
Pretty much this.

Game designers don't just implement features for the sake of it being there, they're careful devised in order to render a game "playable." Taking the above example, if you could just turn off a quest marker in an open world game, how will the player manage to find his/her way to their next destination? Something else has to be implemented to get them there short of pointing it out straight.
 

Krixous

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loa said:
Like in dead space 3, even if you don't play co-op, carver will just miraculously appear in cutscenes and even if you don't use micro transactions, getting weapons is a grindfest now.
I just beat dead space 3 unless your playing on pure survival mode you have way more then enough resources to play around with. besides tungsten by the end of one play through i had over 10,000 in each category left over.
 

The-Traveling-Bard

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Dec 30, 2012
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Nomanslander said:
Mr.K. said:
Well that doesn't always work, when a game was designed with certain brain dead mechanics in mind the designers also went lazy.

Where a game without quest markers would have to be done in a way you can logically navigate the world, one with them doesn't, remove the markers from that and guess what... you are utterly lost because they never bothered orienting the player, or with topological features or quest directions.
Pretty much this.

Game designers don't just implement features for the sake of it being there, they're careful devised in order to render a game "playable." Taking the above example, if you could just turn off a quest marker in an open world game, how will the player manage to find his/her way to their next destination? Something else has to be implemented to get them there short of pointing it out straight.
Finding places isn't a problem in Skyrim. Pull up your map, and look at the grey area they marked on your map, and start walking in that destination. That's how I did it.

The only time I play Skyrim with Map Markers is when I was finding certain people after I looked for 20 minutes.
 

Loonyyy

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imagremlin said:
Loonyyy said:
le epic snip
I'm curious that all of the counter examples you used to support your views on depth seem to relate to fast travel and not waypoints: spells to teleport, join the Mages Guild to travel to other Guild Halls, use Silt Striders, gain magical skills to teleport without buying scrolls, so on. If I read that one correctly, we agree 100%. I don't like fast travel either, as I mentioned on another reply above.
I could have made it more clear. In the case of say, Skyrim, the two are pretty well intertwined. You've got the waypoints marked on the map, and you fast travel to the nearest one and do your thing. But they're both part of the same system, the simplifying of navigation.
What I was arguing against was lack of waypoints, the "find character/location X" puzzle, particularly on an expansive map like Oblivion's or Fallout's. The problem gets even worse when you have a dozen quests open. After I've done six or so, I go to my quest list and find one that goes "Find Character X" and I've totally forgotten what was that about. Without a waypoint, on a map that big, that is not only "not-fun" but "not-happening". In that I sympathise with the original "try Skyrim without waypoints" post you replied to.
True. But this can be mitigated with design. If the sidequests crop up organically, and the progress is restricted, you can stop a player from getting too many quests. But indeed, it's a more difficult, niche approach. In Morrowind, I didn't really have this problem, because I'd start in a town, gather the quests I could, do them, before completing my main one. However, the confusion becomes apparent if you leave it for a month and come back. You have to read a lot of journal to get up to speed.
Like Mr Madman says:

Madman123456 said:
Skyrim has quests designed around the arrow. In morrowind, they'd tell you you could find this and that in the census office in seyda neen. And off you go. You know where Seyda-neen is and you know where the census office is.

In Skyrim, the Quest says "bring me the head of Olaf Olafsen!" or something and the arrow points you to it. If you switch it off, you wont know where to look and you wont be given any clues most of the times.
[/quote]
Totally. I tried exactly that at one point, travelling Skyrim without fast travel, and it was a pain in the neck to do, because you have to use the map, which is just tempting as all hell, and then you'll only find the objective with the compass. I didn't even bother with the no compass mod. It was pretty clear it would be ridiculous.

Which is one of my main points: I much prefer the deeper inclusion of directions and the like in Morrowind, than the magic compass/fast travel approach of Skyrim. And, they can even both be included. The best difficulty system I've seen in a game was Mount And Blade: Warband. You can adjust the timescale, size of battles, how easy the controls are, etc, which contributes to the overall difficulty. All it would take would be a checkbox for fast-travel, and they're set. Hell, they don't even have to put a checkbox in, and leave it to self-imposed challenge. So long as the underlying game is there.
 

Loonyyy

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Jul 10, 2009
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The-Traveling-Bard said:
Loonyyy said:
sanquin said:
Loonyyy said:
In medieval times, people didn't collect playing cards for getting someone into the sack and shagging them, to varying degrees of explicit content. The game has an immature and sexist depiction of women, interacting with them, and sex in general. I'd hesitate to call it misogynistic, simply because I think that part is stupid and infantile, rather than rooted in actual hatred towards women, and rather in some teenage "American Pie"-esque desire to collect "All the sex" from the supporting cast. It's still mildy off-putting, and demonstrates a poor attitude towards sex. It's childish and sexist, but not too far to be beyond understanding.

Whether or not the characters are misogynistic (Something I don't really care about) is of less importance than the tone of the game, which is well established during the tutorial, where my conversational choices led to me fucking a main supporting character (The red-and-purple whatever her name was in the starting castle), and getting a collector card for it. I mean, really, it's just pathetic. You get a better idea of sex at a strip club. That's just sad.
I never said they went with a realistic setting all together. I said they went with a more historic depiction of how men treated women in those times.
And I said I cared not one jot about that, and that wasn't the issue. I've no problem with an attempt at authenticity. Game of Thrones for instance, has the same thing.
And yes, the sex cards and such were pretty damn immature. It was just a small part of the game though.
Yes, but it goes to the overall tone of the game, and it's a sexist one. It's a nasty, tawdry little thing added on, which doesn't do it any favours. It's not the realism that's an irritant, it's the point where they broke the fourth wall to appeal to the masturbatory fantasies of a male audience. Which puts some people off, and just makes me disappointed in the pandering.
While I agree with you, but "realsim" doesn't mean the same thing in a video game. Since the the world behaves/acts differently. Geralt in the books is a pretty handsome character that all the ladies tear out their eyes to be with.
I don't think you get what I mean. I was referring to his use of realism

"Misogynistic, maybe. But guess what? In medieval times people weren't as tolerant, open minded and emancipated as today. Is it really that terrible that a game tries to portray a more realistic version of how life was in those days? Or do you rather have happy fantasy worlds where the feminism movement apparently also already happened like in Skyrim?"

as a justification. Geralt may be a ladykiller in the books, and I've no problem. But the Witcher does have a problem with sexism, because of those cards. As I said, more than once, I don't care if the characters are misogynistic. The game would still be sexist, just because of those cards, and I don't think portraying a character with negative traits says anything negative about the game.
-Dexter is a serial killer.
-GoT is full of murderers, theives, traitors, rapists, and all manner of shit.
-The Walking Dead, murder, totalitarianism, etc.
These are some of my favourite shows though. It's not about the characters, it's about presentation. If they had sex-cards, or kill-cards, or the like, I'd say they have a childish attitude towards those things, and if it was with regard to one gender, it'd also have a gender issue.

King Joffrey slaughtering babies? The first mention of killing babies in real life would get you shot by the police. In their world.. he's the king. He gets to do whatever he wants.
I'm not sure that you read the exchange. Like, at all. Sanquin appealed to realism to negate criticisms of The Witcher as misogynistic. I countered with a sarcastic remark about how the cards have nothing to do with realism. 1) Pointing out something which has nothing to do with how realistic it is. 2) Pointing out something irrefutably infantile, pandering, and sexist.
Do I agree with the cards? No. Do I agree with all the sex scenes? Yes. That's who he is.
I never said I didn't, did I?

He's suppose to be a sex craving character, and all the girls want his meat.
Which is a pandering masculine power fantasy, but I can live with that. But that's absolutely nothing to do with what I posted!

I'll use a syllogism, since amusing rhetoric seems to get in the way.

Premise 1) Including in a game, collector items of soft-core pornography of females is infantile.
Premise 2) Including in a game, collector items of soft-core pornography of females is sexist.
Premise 3) The Witcher includes collector items of soft-core pornography of females.
Conclusion: Based on Premises 1-3, The Witcher, to some extent, is infantile and sexist.

Don't bother responding to this, I've placed you on the ignore list.