thiefinthedark on 16/8/2013 at 22:00
Quote Posted by Asquith
You know the more I think about it the more I begin to wonder if perhaps the whole "no free-jumping because IMMERSION LOL" BS is just an excuse to cover up the lack of real sound propagation in the game which would have been apparent the first time the player jumped and none of the AI gave a damn.
It's hard to tell sometimes if people are having the same thoughts as me, or copying my comments from other sites. :D
Asquith on 16/8/2013 at 22:05
Quote Posted by thiefinthedark
It's hard to tell sometimes if people are having the same thoughts as me, or copying my comments from other sites.
Brilliant minds think alike. :cool:
Caradavin on 16/8/2013 at 22:14
Has anyone here played "Last of Us?" It is very controlled and you can only jump or climb ladders or cross planks in certain areas. It is very much like a movie and it was one of the best games I've ever played. It was challenging and extremely immersive. It also has replay quality (especially with new game +) but it lacks one thing and that is the fact that it is linear to the point that nothing new will be discovered in way of story. That is the only negative I see about this situation, and yes, it is a big glaring negative. Then again, maybe they will give us new story in the difficulty levels or maybe it won't be as strictly linear as "Last of Us" (where you could die for making a different decision than the game was leading you), I don't know. I'm not gauging their every move; I want to discover it when it gets here.
Springheel on 17/8/2013 at 02:50
Quote:
How to be a suck-ass community manager-- Step 1: When posting a message to address a widespread concern about one of your team's design decisions, make sure the first word of the message is "LOL". This will send the clear message that you hold your fans and their opinions in amused contempt.
You forgot Step 4: Tell your potential audience to go play some other game.
Queue on 17/8/2013 at 04:15
Quote Posted by Caradavin
Has anyone here played "Last of Us?" ... It is very much like a movie....
Did you enjoy it because it was like being in a movie? And if so, why was that appealing for you? The reason I ask is that it seems this is what many developers are striving for, a game that is a movie-like experience in which the player gets to interact. But for the life of me, I can't understand one thing: Why?
And, of course, if there is anyone else out there that would prefer games to more like movies, please weigh in.
demagogue on 17/8/2013 at 04:21
Last of Us can get away with being a very controlled game & still be interesting because it's in the adventure game genre... The whole point is to make it cinematic. Thief was, historically anyway, a posterchild for open endedness, so it's bucking its own genre roots somewhat.
Queue on 17/8/2013 at 04:37
I remember when Sierra made Phantasmagoria. At the time, I loved the notion that it was a movie that I got to control; but it was also a gimmick that, like the recent resurrection of 3-D movies, got really old really fast. In fact, I would have ended up hating the game and its sequel in the end if they both hadn't been fairly good puzzlers and solid adventure games at the core (even though the ending of the sequel was a huge let down).
Caradavin on 17/8/2013 at 05:38
Well I'm not saying I prefer movie-type games, I actually thoroughly enjoy open-ended games like Morrowind, Oblivion, Skyrim, etc...and play them all the time. I don't consider Thief as open-ended as they are because you are still given a solid story line to follow, however the gameplay of each "story" is not linear in that you can normally do it in whatever order you please. I agree with everyone who says that that method of gameplay is enjoyable. I was just chiming in about "Last of Us" because I just finished it recently and found it surprisingly enjoyable as well, and it made me think of how the nuThief is said to be similar with contextual actions and such. I don't know why I enjoyed "Last of Us" so much, except it might be that I get to play the leading character. It is a different genre, for sure. I don't think most devs strive for this, I think those in the genre of adventure games do, though.
jtbalogh on 17/8/2013 at 08:49
Quote Posted by Shinrazero
To compare open the trunk of a car to jumping is absurd. EM needs to learn to analogy.
Agree. Eidos wants us to believe Gran Tourismo got sick of thousands of people spam opening trunks and removed it. Eidos messed up. :confused:
SlySpy on 17/8/2013 at 09:11
Quote Posted by Caradavin
Has anyone here played "Last of Us?" It is very controlled and you can only jump or climb ladders or cross planks in certain areas. It is very much like a movie and it was one of the best games I've ever played. It was challenging and extremely immersive. It also has replay quality (especially with new game +) but it lacks one thing and that is the fact that it is linear to the point that nothing new will be discovered in way of story. That is the only negative I see about this situation, and yes, it is a big glaring negative. Then again, maybe they will give us new story in the difficulty levels or maybe it won't be as strictly linear as "Last of Us"
(where you could die for making a different decision than the game was leading you), I don't know. I'm not gauging their every move; I want to discover it when it gets here.
I understand the point you're making, and I'm not necessarily saying that TLOU is a bad game, but I'd hardly use that game as a good example of immersion. Obviously it tried to present itself as immersive; however when you have giant glaring holes in that believability, such as the fact that the enemy AI literally never reacts to Ellie, even as she river dances and runs around in circles in front of seeing enemies, and yells and stomps around clickers, it's hard to see that scriptfest of all things as immersive, especially when you're making a comparison to a game that is supposed to be following the caliber of the Thief games.
In addition to that, you've said yourself that the game painstakingly constricts you to the plot to spoonfeed you their vision; they even go as far as to give you certain linear scripted sequences where you get infinite ammunition, when up until those points the game tried to add a layer of depth by making ammunition a little harder to come by than in other games of its type. Intensity and immersion are outright ruined when you find out that the game's rules will tailor themselves to your convenience when the plot calls for it.