Hmm seems I borked up that sentence. Remove should be repair. It should also be "repair/destroy-mechanic". But I wager that is not your beef with my point.Fronzel said:So the only way to make the series' hallmark destructible scenery thing work was to let you reverse it with a ridiculous undo gun? This is a good thing?JakobBloch said:The repair/destroy creates a great duality and it leaves the developers free to let you destroy most everything simply because you can remove them again.
Lets see. Giving the player the ability to repair things. Is it a good thing? Yes. It works. It is fun and it gives freedom. It presents an entirely new tactical dimension to work with. Suddenly a destroyed building offers the possibility of a bottleneck to funnel the enemies into. Cover can be instantly (sort of) erected to give you the time for your next move. It also provides a nice endless supply of ammo for the magnet gun. As I said it also frees the developers from having to make some buildings destructible and some not to make sure you can always get where you need to go. There is something particularly pleasing about destroying a bridge under an enemy, seeing him drop to his death, repair the bridge again and continue on your marry way as if the monster had never been there in the first place.
So is the only direction they could have gone with their excellent destruction engines, to give the player the power to repair it again? Certainly not. They could have just done what they had done so far maybe with the addition of the magnet gun. That would have worked fine. They could have gone further by creating a way to destroy terrain in some way. They could have gone in many directions with it. And one of these natural developments was to give the player the ability to clean up their mess. Was this choice good? I think so. Would another idea have been better? I don't know.
hmm if the problem is the lack of something after repair/destroy I have addressed that. If the problem is duality, the explanation is another. So lets take that one. Duality has many meanings. In this case I use it in the meaning where it represents 2 distinct and actually contradictory parts of a whole (for another example of this I present Yin and Yang). You often see this kind of thing in morality and philosophy. Another place you see it is in entertainment of various kinds. The battle between good and evil represents a form of duality.Also,
What on earth do you mean by this?JakobBloch said:The repair/destroy creates a great duality
In this case we have the 2 actions: to destroy and to repair. These are at odds with each other but even so they capability of both is given to one person. The player in this case. By this token you are essentially been given the power to bring ruin or bring safety. The very possibility of repairing something asks the question: "Should this even have been destroyed in the first place". And if you just leave a trail of destruction behind you are you a worse person then the one who meticulously repairs everything behind him? (yes I know it is getting rather high and mighty here) By providing an extra tool that stands in contrast to the rest of your stuff makes for an enlightening effect. And that was what I meant.
I hope this made my views more clear. If not (and you if your still curious) just quote me again or drop me a line.