The Rules of All Video Games

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PhiMed

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Nov 26, 2008
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Kollega said:
Gunblade7303 said:
Made of Fucking win right here.
PhiMed said:
That... was... AWESOME
Baby Eater said:
I love you O_O
You guys didn't see Warhammer 40k one. Objection you are all currently praising is weaksauce.
I don't know the anything about Warhammer 40k, so it probably would've resulted in me staring blankly (but politely) until it was over, then saying, "That's nice." This was pretty funny. Accept the compliment now, please.
 

Lambi

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Oct 20, 2009
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Evilproduct said:
If you're taking an elevator, prepare to fight.
Unless you are in Mass Effect, then you will have to wait an hour before it opens again.
 

MrFluffy-X

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Jun 24, 2009
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#) NPCs will repeat the same thing over and over
#) Bosses will do a certain pattern of moves to leave themselves venerable to attacks, popular ones seems to be:
-having their backs open (usually the weakest point on the boss). Most likly due to being stunned by running into a wall, or having his weapon stuck in the floor because you dodge it in the last second
- having indestructible armour that nothing can hurt him except from the timed bombs that he is nice enough to throw at you.
#)items will only work sometimes EXAMPLES: Phoenix downs, Rations, green herbs etc etc




oh and guests on shooters will always be made default rather than inverted to annoy the shit out of me....
 

Alias42

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Sep 10, 2009
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Misterpinky said:
Alias42 said:
If the game is immersive, you have no freedom. If the game offers you a lot of freedom, the story sucks. If the story is good, you become immersed, which fucks up the freedom.
I agreed with everything you said until the last one. Bioware proved (with ME2, which I just finished) that you can have an immersive, excellent story with lots of freedom in how everything plays out. Give it five years, and everybody might get closer to catching up with them.
I mean it more theoretically.

You see, to achieve greatness is storytelling, you have to tick off boxes in a certain order.

However, you would be surprised how formulaic this all is. See http://www.escapistmagazine.com/articles/view/issues/issue_195/5909-A-Videogame-in-Three-Acts for an excellent digression about this.

If you want to tell a story this way, you have to take away some of the players freedom, otherwise the pacing gets raped. Telling both a story and offering freedom can be done both, however, by exposing the structure of the game. This has often been done by RPG's (yes, like Bioware's). Explaining how your world works, however, does not make for immersion.

Immersion, for the record, means not feeling involved with the game. Immersion is feeling like you're completely in the world on your screen. The effect has often been compared to dipping in a warm bath.

I am not saying this problem is unsolvable. I merely think that at the moment, games are at a stage movies were about 100 years ago: trying to imitate another medium, instead of making the most of the possibilities. Film back then tried to create theater, and games now are trying to create movies.

This will be solved once the possibilities of games are clear and defined, just like it has with film. My hope is mostly with the "Valve-approach", explained http://www.escapistmagazine.com/articles/view/issues/issue_236/6999-Gordon-Freeman-Private-Eye here.

Hope this was not too long, this is kind of my thing :)
 

SamFancyPants252

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Sep 1, 2009
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the bad guy ALWAYS dies at the end through some massive boss fight, he never just falls down the stairs and breaks his neck while he's getting his morning coffee on his day off.
 

Daniel Cygnus

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Jan 19, 2009
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Some RPG rules:

1. You will get captured. Don't expect this to be a bad thing, as the prison is always right next to the room where they're keeping all your weapons and armor.

2. There will always be some sort of arena, optional or not.
 

esperandote

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Feb 25, 2009
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I'd change OP's No.1 to if there are big supplies of health and ammo, shit is about to happen.
 

Saxon777

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Aug 15, 2009
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SamFancyPants252 said:
the bad guy ALWAYS dies at the end through some massive boss fight, he never just falls down the stairs and breaks his neck while he's getting his morning coffee on his day off.
Even then, they seem to be able to take quite a beating...
 

tabriaswolfe

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Jan 25, 2010
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This isn't a rule for all games but is for some.
- Everyone seems to know what you're doing at all times. (Fallout - everyone seems to know that you've killed a child, even if they've never met you) (Oblivion - just because you killed/stole something in complete secrecy the guards know you're guilty)
 

fogmike

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Jul 31, 2009
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[HEADING=2]Bring the Blue pages![/HEADING]

(Red pages are easier to understand, but GOD he's fucking evil.)
 

Elonas

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Apr 16, 2009
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There will be at least one annoying mini-game for something important that needs doing.