Sulphur on 5/2/2016 at 17:38
Quote Posted by henke
Pretty sure you didn't
have to hunt them. And what's wrong with completely optional collectables? They're an easy way of adding more gameplay if you've completed the story but still want an excuse to stick around and run around the world.
Optional's fine, no real problems with that as long as it doesn't gate important content behind it. I'd hate to see more nonsense like B:AK's 'true ending' unlocking only after you collect the five bazillion Riddler trophies strewn across the landscape.
henke on 5/2/2016 at 17:47
Was that really "important content"? I only got the second ending in B:AK and never bothered looking up the final ending on youtube. Guess I'll go do it now.
edit: ok that was pretty cool. Pretty much what I guessed from the second ending tho.
Sulphur on 5/2/2016 at 17:54
If you're invested in the story, that ending's important; and you only get it after you're done with all the trophies, which coerces Riddler to come out and then you get to beat the shit out of him. Too little reward for too much effort.
Jason Moyer on 6/2/2016 at 04:50
I don't care if the collectibles are optional. If they don't add anything to the experience, that's asset creation time that could have been used towards something worthwhile.
The only reason that shit even exists is because it's the easiest way to get people to fap over how long a game is.
henke on 6/2/2016 at 10:29
They do add something, and are so easy to make and add that from a
cost and effort vs
added value perspective it's a no-brainer.
Quote Posted by Jason Moyer
that's asset creation time that could have been used towards something worthwhile.
What do you image the developers could've used the time they spent making the briefcase on instead? I guess they could've modeled a potted plant and added a few copies of that around the office spaces. Wouldn't really add anything gameplaywise but I guess it might cheer the place up a bit? Would that be more worthwhile?
edit: you know what, I just looked it up, and the colectable briefcases is the same model that Faith throws to Celeste at the end of the first mission. They didn't even have to make any new assets! They just had to implement the code that counts how many you've picked up, something that's so easy to program even
I know how to do it! GOD WHY AM I SO WORKED UP OVER THIS
Nameless Voice on 6/2/2016 at 11:14
Hiding items in obscure corners has been a staple of level design since the beginning. Powerups, health, bonuses, money. Now they've just moved on to things that do nothing but give achievements.
Kolya on 7/2/2016 at 12:33
That's the thing: I don't care about achievements. I would care if it's an extra pack of ammo or in ME's case, I don't know... a new pair of shoes?
Manwe on 7/2/2016 at 15:07
A beta for a single player game? How does that even work? Do you have to pay to have access to it? Do you then have access to the whole thing or just a portion of it?
These new business models are becoming increasingly alienating. What happened to just releasing a free demo alongside the game.
Nameless Voice on 7/2/2016 at 22:42
I prefer finished games. I think I did enough beta testing on Fallout 4.