Pyrian on 2/1/2017 at 04:23
Yeah, I get frustrated when immortal NPC's get themselves killed, too. :D
Vicarious on 2/1/2017 at 11:04
Yeah, with very linear games where the strict narrative is driving the experience it's fine to have immortal NPCs. But I generally hate it when the game just ends because someone died. In many cases I think the only 'game over' state should be the players death. The gameworld should be able to move on, especially in games that are more open-ended.
BTW: making kids immortal is pretty much political correctness to avoid a backlash. I say, either don't have kids in a game or make everything mortal.
Pyrian on 2/1/2017 at 18:53
Quote Posted by Vicarious
In many cases I think the only 'game over' state should be the players death.
I think quests - main and otherwise - should be fail-able (and if you fail a main quest, say by killing a key NPC, that's game over). Which isn't to say that I want raw STALKER's obnoxious "every time I go in this zone I have to save them from the mutants or they go away". But this whole "every task can be done if you just don't die" not only greatly strains credulity, it also eliminates any narrative tension.
FTL was a breath of fresh air to me - that big ol' enemy fleet
really is coming.
EDIT: Let me expand on this a little bit. I'm not advocating for stupid near-impossible escort missions with suicidal VIP's. I'm not advocating for sudden death with no warning from an unseen timer. In fact I'm not advocating for anything that simply happens
to the player. When I bring up that HL1 example, most people have never seen it. I never saw it in gameplay. You had to
try to make it happen, you had to deliberately murder one or more helpful NPC's. That's what I'm talking about. If a player decides to eff around and deliberately screw over a quest by launching a MIRV into a settlement, let them
succeed. It's neither necessary nor beneficial to create artificial boundaries to stymie a player who's actively trying to wreck precisely the things you're trying to magically protect.
BTW, another game that handles things "my" way is
Dark Messiah, which clearly announces that certain characters in certain situations are fail-states if they die or even become hostile.
SDF121 on 26/1/2017 at 06:25
Looks like Prey is coming out on May 5th
<iframe width="560" height="315" src="https://www.youtube.com/embed/oSC7iPeB6qk" frameborder="0" allowfullscreen></iframe>
Sulphur on 26/1/2017 at 06:41
Every time I see a game set on a space station/random man-made space construction, I have to wonder who thought it'd be a good idea to bring projectile weapons and laser guns on board. At the very least, it should be incredibly hard to access any of those considering a single unfortunately aimed shot could depressurise the whole enterprise.
Thirith on 26/1/2017 at 07:12
If you can believe in sufficiently advanced technology that allows for these intricate space stations, surely you can also believe in materials that can deal with single unfortunately aimed shots, no?
Sulphur on 26/1/2017 at 07:46
Oh, I can suspend my disbelief - large structures with glass window panes, lack of precautions for artificial gravity failures, magic artificial gravity, etc. It's just that every now and then common sense shouldn't also take a holiday while we're at it, you know? Survival in space is far more difficult than it is on Earth (to say the least), so giving that the respect it's due would be nice for the feeling of internal coherency, at least.
Judith on 26/1/2017 at 09:57
Since the audience somehow survived 3 Bioshocks, devs probably don't think about such things that much.
Sulphur on 26/1/2017 at 14:15
Good point; they did have skyscrapers on the ocean floor for some reason. Maybe I'm assuming too much verisimilitude in a sci-fi game about shapeshifting aliens where the protagonist can morph into a coffee mug.
I'm still going to hold my ground that a shout-out to utilitarian design and basic environmental safety would be a welcome part of a game's design, partly because I'm stubborn as all get out and these are just words on the internet, and partly because it'd make for a nice amount of (literal) worldbuilding for any semi-serious video games dealing with settlements created in a hostile environment.
Judith on 26/1/2017 at 15:40
And I'm with you on that. On the bright side, there seems to be a growing trend among developers to pay more attention to actual interior design principles: (
https://www.youtube.com/watch?v=WWXsmnlmADc) (a bit too long and sunday-school-ish, but very informative for level designers).