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4/12/12 10:34:48 AM#101
Originally posted by dave6660 Fixed it for you. |
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4/12/12 10:50:13 AM#102
I'm all for it. Personally I still consider immersion to be an actual selling point when buying/playing a game. Why else create zones that actually look like places - deserts or forests or snowy landscapes? I'd chose a game where running around in below zero actually gives you a temperature related debuff etc. I'd actually like weather in a game and negative effects for being soaking wet, particularly in a colder climate. |
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4/12/12 11:31:04 AM#103
Originally posted by colddog04 Exactly, capitalism working as intended. "How should I know if it works? That's what beta testers are for. I only coded it." |
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4/12/12 11:47:57 AM#104
Originally posted by Axehilt I feel like we're not even having the same conversation. I'm giving my personal opinion on a feature and you're telling me about your arbitrary definition of good game design. "How should I know if it works? That's what beta testers are for. I only coded it." |
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4/12/12 2:36:32 PM#105
Originally posted by dave6660 Stocking cardboard is cheap. Kinda like making tiny flash games. Stocking enriched uranium (for those who want to eat that) isn't cheap. Kinda like making MMORPGs. We're talking about niche tastes which are prohibitively expensive to service compared to the demand. (Whereas if we all loved to eat uranium the demand would overcome the upkeep costs associated with stocking it.) Hence: MMORPGs rarely cater to niche tastes (and also: tiny flash games cater to all sorts of tastes!) |
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4/12/12 2:42:31 PM#106
Originally posted by dave6660 Well, he is stating a personal opinion too. As you said, people have different preferences. Personally, i think games should be fun first, and real second. Sure you do not agree. We will vote, with our wallets, on games we like respsectively. It is a free world. |
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4/12/12 2:46:01 PM#107
Originally posted by dave6660 Good game design isn't an arbitrary definition. It's related to the human mind and where and how it derives pleasure. Science has proven specific ways that players enjoy games, and it's not by making them needlessly complex with a bunch of incredibly shallow decisions. Many fundamentals of design have been known and discussed far before the advent of videogames ("the designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away") and reinforced by many of the most successful game designers (Meier's "A game is a series of interesting decisions".) All of which reinforce my point in this thread, which very much relates to the topic at hand (arbitrarily adding a mechanic purely for the purpose of realism, rather than because it integrates in deep or meaningful ways with the rest of the game.) Also as noted in my previous post, a trickle of interest doesn't justify providing a prohibitively costly service to a niche group. |
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4/12/12 2:49:59 PM#108
Originally posted by nariusseldon Originally posted by Axehilt Sounds like he's trying to say his opinion is fact. Which means there's no use trying to reason because reason has escaped this conversation. |
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4/12/12 2:52:33 PM#109
Originally posted by FrostWyrm In that case let me state MY OPINION. To me, a game needs to focus on FUN, not being real. If a dev can do both, fine. But do NOT sacrifice fun for some arbitrary realism. And i will make my purchase accordiningly. |
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4/12/12 2:59:32 PM#110
Originally posted by nariusseldon I was referring to Axehilt, not you, and thats totally fine if you dont like realism. Personally I'm not into hyper-realism myself either. This thread reminded me of Fallout New Vegas actually. I couldn't stand the "hardcore mode" that forced you to sleep, eat, and drink to remain effective. It just didn't work for me. Others might really enjoy it, though, and thats awesome for them. To say something so silly as "science says you're supposed to like this" doesn't stop people from liking "that" instead. So obviously science is wrong. What makes a game good/bad is NOT written in stone. |
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4/12/12 3:24:02 PM#111
Originally posted by FrostWyrm Certainly. And it varies a great deal across people. My younger son loves Minescraft but I wouldn't touch it with a ten foot pole. We both play WOW but my elder son only plays shooters and LOL. So everyone can have different tastes. Personally, Diablo 3 is the kind of games I like. Unapologetic focus on combat and progression, and wrap some pretty graphics and high production values around the core. |
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4/12/12 4:25:40 PM#112
Originally posted by FrostWyrm Just like you are free to chew your cardboard when others enjoy real food. It is all relative. There is such a thing as good game design which produces games that are widely accepted as being good. Just like many people share the taste that cardboard tastes like cardboard and cardboard is not good food. Ofcourse there are niches but they are just that - niches. Never argue with a fool, onlookers may not be able to tell the difference. -Author unknown, attributed to Mark Twain |
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4/12/12 7:01:01 PM#113
Originally posted by FrostWyrm Science is a process. It can't be wrong. A theory can be wrong. But the theory which says "If you make a game this way, the overwhelming majority will enjoy it" accounts for the fact that there are always going to be players with niche tastes. It just also notes the very important sweet spot of game design which revolves around creating gameplay patterns players find interesting, which makes up the core of why players enjoy playing games. And even that theory states that patterns get old. |
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4/13/12 8:36:34 AM#114
Originally posted by Axehilt One gameplay pattern, to rule them all. Once upon a time.... |
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4/13/12 8:52:33 AM#115
Originally posted by AmarantharOriginally posted by Axehilt God forbid that any games should offer variety. "i don't waste my time building relationship in games" - nariusseldon |
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4/13/12 8:56:46 AM#116
Originally posted by RefMinor We won't find that in this industry, sadly. We'll be forevermore limited to small start-ups lacking funds to make a complete game, limited in quality. We'll always have to accept the "industrial standard" of the "One Ring to Rule Them All" theory. Once upon a time.... |
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4/13/12 9:06:28 AM#117
[mod edit] |
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4/13/12 9:16:51 AM#118
[mod edit] Once upon a time.... |
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4/13/12 9:24:45 AM#119
[mod edit] "How should I know if it works? That's what beta testers are for. I only coded it." |
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4/13/12 9:29:36 AM#120
Originally posted by Konfess
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