MrCIA said:I would like to expand upon my annoyance concerning Artificial level limits to give a better idea of what I meant. In one particularly glaring instance in Delta Force - Blackhawk Down you are tasked with protecting some civilians who are getting food at an aid station (the "River Crossing" level for you who have the game). You are of course attacked by a whole bunch of bad guys. I have earlier noticed a largish hill the baddies must move around to attack the civilians. I move towards the hill with the intent of delivering a few dussin highspeed chunks of metal into their flank while my teammates take care of the close in protection. I make it maybe half the way up the hill before I get a message to turn back immediatly. Now this makes no sense what so ever. Flanking the enemy is a tactic used by the military since Babylon. But my commanders (the level designers) seem to have forgetten it's use. I object to being forced to accept an inferior position when there is another position that is simple for the level designers to allow for, logical in the situation that pertains at the time or is just plain old stupidity/lazyness.
In the games that ZippyDSMlee mentioned and I have actually played I can not think of a single instance where I felt artificially limited by poor level design. If the enemy is infront of me I am not going to go 5km back just to find an artillery unit I can use to remove the sentry by the door. As long as the levels make sense I don't care how much I imitate a train and stick to the rails placed down. As long as it makes some kind of sense.
I also want to add another annoying "feature" in alot of games. Unstable aiming points. To give a sense of why I loath this particular b*llsh*t method of game balance let me give you some idea of my personal history. I have used firearms for the past 20+ years. I have fired everything from small "hold out" handguns to large caliber sniper rifles. I am an avid airsofter so I am well aware of the effects of extreme amounts of adrenaline on my body and my stability. And I have never ever heard of, seen or experienced any phenomena even close to the random figure 8 movements of my sight that many developers use to make games more challenging to the player. The closest would be when you are taking a shot with a scope over atleast 100m, and then it is simply a very predictable up and down motion from my body's unreasonable demand for oxygen. The motion does tend to be more pronounced when one is standing or the weapon is to heavy for the shooters strength. But you are still able to put rounds into a human sized target while standing at 300 meters.
Rant two completed
For me bland level design is a issue if tis overly realistic with minuim of nooks and pathways its just boring, mainly because after the first 10 kills of a enemy type the level design keeps me from falling asleep while playing, the gun and run game type is demoniacally evil to me.
MrCIA
I am planing on reinstalling it and Q4 and do some def screwing, how did the grenades act in it I forgot 0-o
Saskwach
Sometimes I like sitting on a generator and kill them like ducks in a line,inf generators are cheap tho,set a limit to the hardness of the game.
Unholykrumpet
yes yes yes innovation in design is soemthign I cling to if a game fails to innovate/advance the genre it falls to be truly great.
have you tried crysis yet,yes its a FPS but it dose a nice mix of things (no magic but the suit powers are nice), also have you played Dark messiah? its magic system is cute its overly restrictive tho,I wish you could TK kick that would be awesome, it seems effect powers (magic,TK,fire,ect,ect) don't have alot of detail put into them that they are more 2ndry to the gameplay than part of it.
Kronopticon
Deus ex was ahead of its time in Body HP,its simply enough to do and players could switch it off if they do not like it yet no one seems to care....altho options are no longer a option much anymore no one cares to put detail into game options or control options.