I honestly don't care about that. What bothers me is why he's so fucking miserable all the time.Yahtzee Croshaw said:Where is Niko Bellic storing all those guns he's carrying around? Does he have Tardis pockets? Is he stuffing them all up his todger? L, O, and furthermore, L.
Funnily enough, as I write this I have another window open where I'm writing an article about exactly that!Moonlight Butterfly said:Something that has been enraging me lately is people saying, probably in a whiny nasal tone 'Why don't open world games have urgency to make them more realistic'
Exactly I imagined my Breton character was heading to the Magic college in Skyrim when she was captured alongside the stormcloaks (we all know what the nords think of magic) and therefore spent my time trying to get to the college after I was free and completed those quests first. I liked it because it was like my character had her own wants and needs rather than some magic finger pointing her out for 'dragonbornhood' and dictating what she can and can't do from then on.SonicWaffle said:snip
I never did that, deciding on a motivation or a character, but it seems to have happened organically. The Dragonborn's pre-Skyrim life is a mystery - why is this Orc wandering, apart from her people? Why is she trying to sneak across the border? From the way I play the game, it became quite obvious to me.Moonlight Butterfly said:Exactly I imagined my Breton character was heading to the Magic college in Skyrim when she was captured alongside the stormcloaks (we all know what the nords think of magic) and therefore spent my time trying to get to the college after I was free and completed those quests first. I liked it because it was like my character had her own wants and needs rather than some magic finger pointing her out for 'dragonbornhood' and dictating what she can and can't do from then on.SonicWaffle said:snip
I'm not sure why you'd consider that surprising. Firstly, games by their very nature cannot ever be truly free and open. The analogy of a sandbox is perfect - a sandbox allows you to do whatever you want, as long as what you want to do involves playing in a sandbox. All games ultimately boil down to a basic set of rules. GTA, for example, has a bunch of rules that allow you to steal cars and drive around a map. You can potentially use those rules to tell all kinds of different stories, but if you want to do anything other than steal cars and drive around a limited map, well you can't. No matter how open a game tries to be, it will always be limited simply because it's a game.SonicWaffle said:Surprisingly I'm coming to the conclusion that there are really very few games which are truly open and offer a great degree of freedom
It's surprising because I'm not using "truly free and open" in the same way you are. I'm approaching it within the context of the game world - I accept that all games are comprised of a basic set of rules, and that those rules govern such things as what is physically possible - because there are a great many games purporting to be "open world" which are not so even within their own set of rules. Nobody expects to be able to run faster-than-sound in a GTA game, but there are things which we might wish to do within the framework that just aren't possible. For a game offering a sense of freedom (within pre-defined parameters) the options are actually quite limited.Kahani said:I'm not sure why you'd consider that surprising. Firstly, games by their very nature cannot ever be truly free and open.SonicWaffle said:Surprisingly I'm coming to the conclusion that there are really very few games which are truly open and offer a great degree of freedom
Again, we're using "open world game" in a different way. What I am talking about is a game which offers a large playing area, a multitude of things to do, and then allows the player free reign. That doesn't mean there isn't always the option of story missions, side quests, random encounters or various other plotted occurences. Just that the player (supposedly) isn't railroaded into doing any of it.Kahani said:Secondly, and perhaps even more important - most people don't actually want a truly open game. How often do adults actually spend time playing in an actual sandbox fantasising about things? Pretty much never. The whole concept of entertainment exists because what people mostly want is to be entertained, not to have to make their own. Whether they're playing a game for the story, the challenge, or whatever, the point is almost always to play something that already exists, not to just be handed the tools and be forced to make up their own story.
Skyrim also has the possibility to be nothing but emergent narratives, should the player so desire. If I really, really wanted (and I'm sure there are people who have) I could build a Dovakhiin who is an ordinary, boring Nord. I could get by without ever completing a quest, joining a faction or exploring a cave. Perhaps my character is a merchant who buys cheap food in one town, then travels to another where he can sell it for a profit. Perhaps he's a blacksmith who makes and sells swords to local stores. Maybe he's a robber who hangs around on the roads stealing from passers-by. Many people would find that boring, but the point is that this is one of only a very, very few games where the option is available.Kahani said:Skyrim isn't open, it just lets you choose which stories to see and in what order. There's some emergent stories that can result from the mechanics but that's the icing on top, it's not the reason people buy the cake in the first place. Just look an Moonlight Butterfly's post - he chose not to follow one pre-existing linear story and chose to start off by following a different pre-existing linear story.
I think it's worth re-iterating again that an open game doesn't have to lack linear elements - the "open" part of the descriptor refers to the player's ability to ignore those linear elements if they wish to do so.Kahani said:Having that choice can be more fun than not having it, but it's a long way from the game being truly open. Even in something like Minecraft you're not just handed a blank pile of virtual lego, you get a whole pile of RPG stuff thrown in to give you direction. People don't always want a completely linear experience, but a completely open one would be deathly boring for the vast majority.
good point, but I guess the difference to me is between the kind of dues ex machina wierdness. Where something comes out of nowhere and solves some issue. Like you said it would be better if they don't mention it and leave how it works to your imagination. Some things are needed, like changing the actor in James Bond for example. Things like that, game mechanics, should simply not bother you.The Tall Nerd said:my counter argument is this, if you bother to explain how stuff works in the first place, dont get mad when people wold you to it.Rblade said:I often feel sort of this way if people complain about minor plot holes or unrealistic mechanics. I often barely notice it because it tends not to be important. If you just accept certain things and enjoy the content as a whole, that is much more satisfying to me then a designer jumping through hoops to explain how mechanics would work.
I don't care how the doomsday weapon could work, there is dudes to shoot and plans to foil.
continuity while great is a commitment, and besides momentary breaks it shouldn't be broken, you committed to it
Haha, true, I just played HL2 before playing FC3, and I noticed these little cutscenes everywhere. Especially when climbing radiotowers. Not to forget those stupid little QTEs if you get in melee combat with a beast (which you win automatically against underwater creatures for some reason). HL2 never takes you out of the action that way.RobfromtheGulag said:When designing a game, the decision that comes up over and over again is whether to favor realism or gameplay, and if you've got sense, you'll go for gameplay every time.
Case in point: Far Cry 3. Why do I have to kneel down and go through a generic 3 second animation every time I want to loot the few bullets/bucks an enemy corpse is carrying? Why is there an animation for getting in a car/boat? I don't want realism, I want more action, and these miniature siestas from the fun add up to a lot after a while.
Tried and true: walk over gun -- ammo and/or gun appear in your inventory.
Click on vehicle -- instantly appear in driver's seat with engine running.
Ah yes, the one right after you go to sleep right after hearing about how you are going to be killed in your sleep, right?Yahtzee Croshaw said:[...] the Innsmouth chase sequence [...]