| Maria Jayne |
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I think often developers are afraid all that effort and time spent making a feature will be wasted if players don't figure it out immediately. Gamers as a community, with the power of friends and the internet are significantly more creative than people give them credit for.
"If you build it, they will come" ....So build it and have a little faith! |
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| Jeremy Reaban |
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This is a little patronizing (which I think is one reason the game industry is where it is). Players have no trouble finding (and exploiting) glitches, I doubt they will have trouble finding things they are allowed to do.
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| Joshua Kahelin |
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Games are made to sell. This means bright shiny objects, follow the arrows, hint sparkles, giant location icons, etc. I like games where you can turn that stuff off but I'd imagine some people heavily depend on it to get through a game or else they wouldn't get anywhere. It's conditioning. The other extreme would be before auto-maps and journal systems. You had to actually explore the space and write shit down!
But look at Dark Souls? No auto-map. Complex environments. Steep learning curve. Gamers will find a way. Looking forward to BioShock Infinite's 1999 mode. |
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| Arturo Nereu |
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True! But also we as industry have lead the players towards this.
Also, I think that games can give different players different experiences. In a movie, all the public will have the same shots and dialogues. But in a video game, we can hide hints, clues, etc. Our next challenge is to make the experience fits the player and not otherwise. |
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| Justin Sawchuk |
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I think what they found was that the game is going to be short in terms of playtime and the developers will argue that it has alot of replayability (go and replay it doing this that or the other). For some type of gamers that could be okay but I like many gamers are a "one and done type player", I hardly ever play a game more then once. Maybe when people hear its what ~6 hours of gameplay they are going to wait for to go on sale.
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| Michael Josefsen |
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I dont know if the average player really does need handholding, but I'd like to think that they are better than that. My own personal design principle # 1 is: Respect the players intelligence by assuming they have a brain and likes to use it. Anyone who really wants to play will figure out how.
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| Merc Hoffner |
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If you give the player enough freedoms, to what extent does the designer have to protect against the player 'breaking the game'?
I suppose publishers have become increasingly petrified of the prospect of playtesting all of that, what with the increasing density of variables and factors that have come into play. They believe that should one literally break the game it looks markedly unprofessional, unpolished and rushed. The costs of freedom would be so high that they dare not give the player open reign to make play up - better to distract them with an exciting illusion of freedom over a 10 hour period The reality may be very different however, where so long as there's a solid game underneath it (and it doesn't result in a literal crash), the breakages become points of interest all on their own and the idiosynchracies generated by scenarios that the developers cannot possibly plan for become endearing. Perhaps Goldeneye succeeds so well not despite having a seven man team but because of it - the small team's inability to possibly keep track of the player's potential to abuse systems they were throwing together was a great boon for both fun and longevity. |
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| Patrick Lavelle |
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I think that the problem is that the handholding is the result of bad tutorials. The easiest way to do them (from a development standpoint) is to turn control off and display a text box, and because there's never enough time, we (at least in my experience) go with the lowest risk, least time intensive solution for something that is often a low priority compared to the other big features and nasty bugs that need to be addressed.
The best tutorials are ones that allow the player to learn through experience, with situations that effectively communicate a problem and present the player with objects they can interact with that have robust feedback and are designed to look and behave in accordance with the set of rules the player is intended to be learning. That requires significant art, engineering, and design time, and it's easy to cut stuff like "fancy tutorials" when they take up 2 months of development time. Mario Galaxy did a mixture of experience, demonstration, and text tutorials, and to see them all exist in the same game was very insightful to me. The situations where you learn through experience (a setup where you slide down a stalk and butt-stomp a breakable stone disc, or where you defeat a cactus enemy (pokey) with melons for the first time) are fantastic. Demonstration is almost as good but lacks the rush of self sufficiency (the bees that play a looped animation of the butt stomp, next to a breakable stone disc). The beginning of the game, though, is filled with text boxes and that is just boring and inelegant and stands out against the grace of the interactive tutorials. Vote no on unskippable text! |
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| Kellam Templeton-Smith |
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Do a robust tutorial mission that shows a taste of all the options available to 47 (eg. at various points Diana or whoever could prompt you as to being able to do A or B).
At the end of it, the average player will at least have those techniques available to them, and advanced players will realize that branches out into far-reaching possibilities. The Dark Souls style tutorial (eg. lack of explaining the majority of systems in the game in more than a cursory anner) could be fun, but I don't believe this has the same kind of skill curve to require/benefit from that; I found previous Hitman games were pretty easy with planning, rather than even a lot of actual co-ordination. |
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| Richard Redding |
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One of the things I enjoy the most as a player in a more recent game, which in a way bares some similarity to what IO is doing is Bethesda's Skyrim game. Some of you may not see the similarity, but it is very open in how you play it and complete the overall game. There are very few "required" quests that you need to complete to finish the game, but the richness of the world in terms of storyline and back story is quite amazing. With the exception of the main quest line, you do not have to complete quest A to complete quest B to get access to quest C. If you don't want to do quest A, you don't have to, granted you might not get access to certain areas or certain items if you don't but nothing says you have to.
The sense of freedom this granted me as a player, brought back so many feelings of nostalgia with games from the text based genres up to the modern day games. It was this freedom, the kind of freedom that I feel that IO is trying to bring back to their games that made games so enjoyable for me as a player. I remember when the game Star Wars Galaxies first came out, you could create your character in any way that you wanted, in accordance with your play style, use your powers or abilities in any way or combination that you wanted to, in short your character didn't have to be locked down into any certain class, but it could be whatever you wanted. Then the developers began to change the way the game worked, making it a lot less enjoyable for me, and so at that point I left the game. I recently returned to the game to check it out and see what had become of it, upon logging into the game I was immediately disgusted with it. The game had been turned into something that only the players that wanted to put no effort into the game could enjoy. This is something I think that the gaming industry needs to slowly return to or start bringing into their games even if it is slowly and subtly, the freedom to play the game the way you want to. |
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| Adam Bishop |
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If players don't know how to improvise, what explains the success of Minecraft and all of its various rip-offs? Why do we keep having to pretend that there's some kind of uniform "gamer" who all games must appeal to? There are hundreds of millions of "gamers" in the world. They all like different things. It's OK for your game not to appeal to many of them.
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| Christopher Thigpen |
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I am very excited about this game. IO Interactive is a great company.
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More: Console/PC, Design