In the gameplay demo you could sometimes see arrows directing you to another cover or a prompt that appear in the middle of the screen to perform a certain action. In my opinion these features are kind of out of place as they have the effect of reminding me it's a game I'm playing and breaking (I know, overused word) immersion. Anybody else have the same thoughts, concerns, or other comments?
Interface concerns (Arrows, button prompts, etc.)
Débuté par
Ragnarok521
, juin 06 2011 09:06
#1
Posté 06 juin 2011 - 09:06
#2
Posté 09 juin 2011 - 08:28
As has been mentioned... they're not prompts, they're feedback.
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
So if I'm in at the right end of a piece of cover and I push right on the stick, the arrow will show up to indicate that if I press A (while still holding right), I will do a swat turn (or a short roll to an adjacent piece of cover across an open space). If you stop pushing right, the arrow goes away.
Otherwise, you have no way (short of turning the camera over and looking) to see if it's possible to do a swat turn. This is the same thing for all of the context sensitive cover actions. :happy:
Modifié par Brenon Holmes, 09 juin 2011 - 08:31 .
#3
Posté 09 juin 2011 - 08:36
In Exile wrote...
Would the PC just replace A with space, and use the same context sensitive array?
Sure would. I was just testing something on the XBox so my brain was still on that platform :happy:.
Modifié par Brenon Holmes, 09 juin 2011 - 08:36 .
#4
Posté 09 juin 2011 - 08:37
Relix28 wrote...
So, is this "feedback" going to be optional, or will we be forced to watch these arrows throughout the game?
Well... I think you'd find it pretty difficult to engage a lot of those systems without appropriate feedback, but I can raise it up as something to consider.
#5
Posté 09 juin 2011 - 08:44
wepeel_ wrote...
Still, a tip/suggestion would be to integrate those context sensitive moves and their go-ahead signals into the gameplay by making Shepard change pose slightly (or similar) instead of adding an arrow in. You can add a lot into a game just with subtle animations really.
Even if it was an animation pose (which would be a nice touch)... we'd *still* probably want feedback to help reinforce that the action was possible.
With subtle things like weight shifting or a slight pose alteration - in a lot of cases people just don't notice... or if they do, it's not clear what it means. I like the idea, personally, but I can understand the reasoning behind needing the reinforcement of the action. :happy:





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