AlphaOmega said:
Dumbing down in general, Im really curious to operation flashpoint 2 o/
I think due to the boom of the Wii this is an inevitable occurence.
Jinx_Dragon said:
Soooo many options. I just like to look more towards the innovations that have improved the game industry though the cynic in me will always be prepared at how low things can sink.
As for your three:
QTE just suck no matter what the game. Was anyone else pissed off that fear 2, more so I mean then the general crappiness that game brought about, used QTE for boss fights?!
Exactly, my above post describes how a boss fight can basically be a QTE, just without the in-your-facery.
Jinx_Dragon said:
Limited carry capacity can be done quite well actually. Sure I know your complaining about the two gun system in games like the COD systems but in others it has been highlighted as a improvement over the unlimited arsenal system. Many FPS with RPG elements have used weight limits, coupled with movement penalties, to great effect... long before games like Stalker took it mainstream.
Carry capacity I find is acceptable. Fallout 3 the most recent example, does it very well.
However games like GoW2 where a Lancer is in front of a piece of wood that needs sawing is not game direction. In fact, it is just plain retarded.
If games didn't perform such idiotic sequences, two guns wouldn't seem so bad. But they do, so it is.
Jinx_Dragon said:
You know the limitations is just like regeneration actually. An attempt to move away from a poorly constructed system that has then been over used to such an extent it turns out to be worse. The people designing the system had a problem, they didn't want a game with an unrealistic 'run around collecting health' element but had nothing to replace it with. Regeneration could of been implemented better, using just that idea alone I can think of a way to penalise getting shot better without making the fact over whelming, as no matter how good you are you are going to be shot up in a FPS. Slow the regeneration rate down so it can take as much as five minutes to recover from a wound, long enough the actual battle situation should be over. That way you do fear getting shot, cause now you can't just duck behind cover for five seconds and be ready to go, but are not overly penalised when the inevitable happens.
If developers want regenerating health, cap the regeneration. Shot in the leg will cripple you, and decrease your "top HP".
Or have a system like "adrenaline", where in the heat of battle you can take bullets, but once the dust has settled you better find med care or you're in trouble.
I'm brainstorming, and if I can think of alternatives in a heartbeat, why can't these bastards in board rooms do a better job?
Jinx_Dragon said:
Personally, I will rather stick with my tri health idea but I've explained that elsewhere before.
Provide a link or PM the outline/full detail?
Jinx_Dragon said:
And... rewinding? Wouldn't that just be like some demented load and save elements found in all games? Obviously they had the same problem as the above mentioned designers, wanting to move away from the established system, this time save and load features, but not wanting to over penalise the player. My question though is: WHHHHY? Honestly what the hell can one replace a load and save feature with that will not make it so you have to be perfect every time but won't give the same benefits regardless?
Rewinding surely wasn't it.
It has its place, but in a market oversaturated with people wanting interactive movies I fear its place will be everywhere. If Gran Turismo 5 has it I may very well give up gaming while I still have a love for it.
Its only going down if even the strongest developers have to ride the sheep wave.