MazeMinion said:That's why I like Valve.
They refunded my brother because he bought Saints Row 2 on PC, and it was utterly unplayable on his good PC.
How much did you pay for your brother in the first place?
MazeMinion said:That's why I like Valve.
They refunded my brother because he bought Saints Row 2 on PC, and it was utterly unplayable on his good PC.
Ooooooookay, I like Timesplitters. In fact, I'm still cursing my brother out each and every day of his existance because he never ceases to earn that fucking RICOCHET KING award with that fucking SCI-FI HANDGUN. Of course, it makes revenge all the sweeter when I grenade launcher his ass.tahrey said:Except the multiplayer, which is pure 2001 in gameplay and graphics. Sort of Timesplitters-ish.
Wow, that really sums up how almost the entire industry's design sensibilities have changed in the last fifteen or so years, doesn't it? Might be a TAD hyperbolic, but sadly not THAT hyperbolic. If it were the map for RPGs it'd need a couple of short dead ends here and there for treasure chests.TU4AR said:
Have you stopped to think maybe it's like that because no-one wants to get lost in a map when they could be, you know, playing the game? Shooting bad guys? Because being able to get lost in a level is called bad level design. The best designed levels are ones that are linear but have different ways to approach a situation. Crysis 2 did this really well; you could have found a rocket launcher to blow up a tank or snuck past it underground for example. However you tackled the problem, you were still going from A to B and reaching a cutscene before repeating the pattern. But did that make it a bad game? Absolutely not. Just imagine if you had to run around ruined New York without any sort of guiding linearity. You'd get pretty sick of seeing that same overturned car when you realised you'd gone in circles for half an hour. I'm reminded of one level in particular on Duke Nukem 3D, when you are captured by pig cops and have to escape prison. Now i love Duke 3D, and the myriad of secrets, but because of hte way the level was layed out i ended up running in circles before realising i had to press a certain switch to lower a forcefield and press another button to open the right door to continue. I shouldn't have to search for that. It was frustrating enough that it nearly made me quit the game. Developers want to avoid that, and rightly so. Hence why you have more focused, linear levels. It's just a shame there's less focus on diversions for secrets or different approaches to a given situation. I say there should be focused linearity, but with a slight, if arbitrary, degree of freedom.AgentNein said:Wow, that really sums up how almost the entire industry's design sensibilities have changed in the last fifteen or so years, doesn't it?TU4AR said:
Map on the left really makes me want to replay the Marathon games. In fact I think I might do that now.
I wouldn't. It's part of the risk of buying consumables (which media pretty much is these days). That's why reputations are so important among companies and people that make consumables.TU4AR said:So if you bought a pie, and the pie was terrible, you wouldn't expect your money back?Mxrz said:You play a game, finish it, then want your money back because you didn't like it. Congrats on being part of the reason why retail outlets no longer do refunds or exchanges on games & movies!
Your "counter" is complete bullshit, quite frankly. You don't like the pie, don't buy pie from that bakery again. You have no right for a refund for a product that no longer exists. And, yes, your analogy was very flawed, on its face.TU4AR said:Counter: "I was hoping it would get better". Bam, done. I played through the whole of Medal of Honor 2010, and I wouldn't force that thing on anybody. It was so fucking bad, yet for some reason, I thought it could improve. And I've just realised my analogy is kind of crappy, because I compared perishable and non-perishable items. I need to think of a better one.Sikratua said:But, if a person ate the entire pie, that person must have enjoyed it, at some level. At least, that is the very easy argument for the baker to make. It also helps matters that this argument is nearly impossible for the person demanding the refund to counter.
Thats the first time Ive EVER heard of STEAM giving a refund. Bravo.Sansha said:Don't get me wrong - I had fun with Duke Nukem Forever. Did I have eighty bucks of fun? No.
My worthless opinion: I believe the fourteen year development time, constant changes and the lunatic in charge of the whole mess constantly trying to make the game like the other big sellers - presumably in pursuit of the perfect game - is the reason behind the game's utter failure.
Even by standards of today's games, it's lame. What irks me the most is the rooms full of enemies, and you can only advance by killing each wave. As if the gates are fueled by alien souls, and you have to feed it so many before it opens for you. Boring.
So, I contacted Steam Support and they said yes to my refund. I advise those of you who tragically miss their eighty bucks to do the same.
Just be as polite and respectful as you can. Personally I'm going to use this to buy Portal2, which I should have done a long, long time ago.
so in this day and age you agree that it's more important to have motion blur and realistic boobie physics than intelligent level design and balanced gamepley ? Developers aren't lazy - they're cynical, and rely on uninformed consumers giving them the benefit of the doubt.Mxrz said:Someone should take that pic, and apply all the costs, man hours, production values, poly count, adjusted retail price tags, and all that. But that would sort of kill the whole "Developers are lazy-n-shit now!" thing folks like to get off to.
That's silly, you're assuming that getting a bit turned around or lost isn't the designer's intention. Only then is it objectively bad design. Otherwise it's just a stylistic preference.Gralian said:Have you stopped to think maybe it's like that because no-one wants to get lost in a map when they could be, you know, playing the game? Shooting bad guys? Because being able to get lost in a level is called bad level design.AgentNein said:Wow, that really sums up how almost the entire industry's design sensibilities have changed in the last fifteen or so years, doesn't it?TU4AR said:
Map on the left really makes me want to replay the Marathon games. In fact I think I might do that now.
You'll notice that I didn't actually make any sort of judgement call on linear design vs. nonlinear design. I actually like both, but more than anything I enjoy having the option for both in the marketplace. Mazes are fun for some folks, you know this right?*snip the rest*
that's why you play demos first. 99 percent of the time demos are an accurate representation of what the final product is, especially in shooters where there is only so many ways you can kill somethings and the stories are generally shit.TU4AR said:So if you bought a pie, and the pie was terrible, you wouldn't expect your money back?
In that case, no.TU4AR said:I may have been unclear here, I meant the Deus Ex beta. omgomgomgomg
Isn't that one of the early Doom levels? I remember that maze in the right hand corner, I think.TU4AR said:
TU4AR said:So if you bought a pie, and the pie was terrible, you wouldn't expect your money back?Mxrz said:You play a game, finish it, then want your money back because you didn't like it. Congrats on being part of the reason why retail outlets no longer do refunds or exchanges on games & movies!
i'm glad that you got your refund, that's awesome, but wow...is steam retarded? for video games unless the game wasn't working correctly i'd tell someone tough shit and to go enjoy their 80 bucks of data they just purchased.Sansha said:Don't get me wrong - I had fun with Duke Nukem Forever. Did I have eighty bucks of fun? No.
My worthless opinion: I believe the fourteen year development time, constant changes and the lunatic in charge of the whole mess constantly trying to make the game like the other big sellers - presumably in pursuit of the perfect game - is the reason behind the game's utter failure.
Even by standards of today's games, it's lame. What irks me the most is the rooms full of enemies, and you can only advance by killing each wave. As if the gates are fueled by alien souls, and you have to feed it so many before it opens for you. Boring.
So, I contacted Steam Support and they said yes to my refund. I advise those of you who tragically miss their eighty bucks to do the same.
Just be as polite and respectful as you can. Personally I'm going to use this to buy Portal2, which I should have done a long, long time ago.