We havnt seen much of it yet. Save the judgement.Adam Jensen said:Just look at new Hitman.
Yeah, agree with this. I'm kind of on a roguelike kick now basically because Dungeons of Dredmor let me use WASD to walk around instead of W:wipe/wield/wear, A:use item/adjust inventory/remove multiple items, S:search/sit down/save, D:drop single/drop multi/dip/kick.MammothBlade said:There are better ways of articulating accessibility. Making a game more "player-friendly" and "intuitive" is reasonable enough, equivalent to cutting out the gristle to make the meat altogether more appetising.
Elder's Scrolls (Daggerfall, Morrowind) Baldur's Gate, Arcanum: Of Steamworks and Magick Obscura (those may because I don't really know much about D&D so the systems seem very unfamiliar to me). And there is nothing wrong about number crunching but do you really think that a lot of people outside a select few like to spend hours number crunching every little thing to make perfect? Because that can become a chore and when a hobby becomes a chore then it is no longer fun. For a lot of people that is what gaming is. A hobby to help relax at the end of the day. Also I'm tired of the notion that games need to be complex to be fun. Look at minecraft, the basis of the game is hitting something to collect resources and use those to build. As simple as you can get. Or Bejeweled where you basicly match tiles. Or pacman where you collect dots while avoiding ghosts. All of those are as simple as you can get and yet they are considerd some of the best games of all time.Anthraxus said:CrazyBlaze said:Depends on how it is done and how well it is done. Example: Old school rpgs: You have a lot of different stats that when it boils down to it, they only affect a few things. So someone who is used to these kind of things will have no trouble but someone not used to it will be confused. Often that kind of build leads to one or two optizmed builds. Bringing all those different stats that do the same thing into a few stats makes things easier for every one to manage.What kind of shitty ass old school rpgs have you been playing where all the stats boil down to the same thing ?![]()
Let's celebrate the death of turn based number crunching....
Why does every bullshit criticism of old RPG's see 'number crunching' as some integral part of the combat that makes it too difficult? Dungeon Master? Was that full of 'number crunching'? Might and Magic? Gold Box? Ultima? Sure there were stats and modifiers but to speak as if the combat was some arcane thing which the poor 'average gamer' couldn't be able to work out is a load of fucking shit. Actual combat was for the most part simple to execute-either click on the beast or select an attack from a list and the computer does the rest...what's the fucking problem here? That you have to work out what attacks, weapons, spells work best? That's the REAL 'PROBLEM' with old RPG's isn't it ? That you actually had to THINK during combat encounters instead of clickety fucking click! Right ? "OH NO!, IT'S THAC0! Run boy and girls, he's gonna make our brain hurt!"
It's a paradigm, this "number-crunching" bullshit, nothing more. Media and developers help reinforce the notion that simple addition is so difficult that we're better off spamming the left-click button until the world explodes and we're covered in a pile of steaming achievement-bullshit that tells us how great we are and how fantastic it is that we were able to push that left-click button enough to kill Monster #22151551254
The constraints of modern RPG design... The solution that most game companies are using is "DUMB THAT SHIT DOWN" to make it clear--you jump into the game, you follow your fucking quest compass and hit the awesome button. Ratio fixed, job done, time to call it a day.
It is possible to use a console control scheme and have a deep game at the same time. And it's possible to translate that depth to PC.chadachada123 said:I despise it because, as a console gamer, I end up getting blamed for a lack of options that almost all console gamers want just as much as PC gamers. Options like full mapping of controls, yada yada.
Dropping Bateson as 47's voice actor is quite enough for me to pass a negative judgement.daveman247 said:We havnt seen much of it yet. Save the judgement.Adam Jensen said:Just look at new Hitman.
Well I am inclined to agree that this is a very good point. But, what is a "fundamental" gaming experience? That's not exactly clear, one could say it's starting the game then pushing buttons until you get to "A winner is you!" screen. And the way streamlining has been going lately...GigaHz said:It depends.
"We're making it accessible to a wider audience."
You are optimizing and refining certain mechanics so that those who are less patient or inclined can wrap their head around a specific game or play style. This allows a greater number of people to enjoy your fundamental gaming experience.
/thumbs up
"We're making it marketable to a wider audience."
Your game just isn't 'hip' with today's youth. Let's throw in some Dubstep or internet memes... I don't care if your game is a medieval fantasy, the kids will eat it up. Fans of the series you say? If they were truly fans, they'd accept these changes as rational progression.
/thumbs have broken through concrete
Especially since he was available, and he called them and sent them e-mails. They didn't respond. It's clear as day that they don't give a fuck about veteran fans. They want a new audience and are creating a game for such audience. Kane and Lynch team are in charge, not the original Hitman team.Vegosiux said:Dropping Bateson as 47's voice actor is quite enough for me to pass a negative judgement.daveman247 said:We havnt seen much of it yet. Save the judgement.Adam Jensen said:Just look at new Hitman.
Sistine Chapel ceiling: not art. You heard it here first, folks.Tipsy Giant said:If you make art for an audience you will never make art
You think he stopped at any point and thought "while this does express my love for the beauty of god, i'm not sure if the peasants will 'get it' let me add an explosion in"Kahunaburger said:Sistine Chapel ceiling: not art. You heard it here first, folks.Tipsy Giant said:If you make art for an audience you will never make art
No, but he did think: what can I get away with while still getting paid?Tipsy Giant said:You think he stopped at any point and thought "while this does express my love for the beauty of good, i'm not sure if the peasants will 'get it' let me add an explosion in"Kahunaburger said:Sistine Chapel ceiling: not art. You heard it here first, folks.Tipsy Giant said:If you make art for an audience you will never make art