Halo Quea wrote...
And of course this was better
>LAUNCHING PROBE
>LAUNCHING PROBE
>LAUNCHING PROBE
>LAUNCHING PROBE
Oh yeah, that's evolution. <_<
*Fires up Gibbed's*
Launch what now?
Halo Quea wrote...
And of course this was better
>LAUNCHING PROBE
>LAUNCHING PROBE
>LAUNCHING PROBE
>LAUNCHING PROBE
Oh yeah, that's evolution. <_<
Dragoonlordz wrote...
But that does not mean that for each single person who finds a game too complicated that there isn't two or more who are interested due to this depth and such. A barrier to some is a reason to buy for others. The one thing that could come close but in no way solid proof one way or other is have Bioware since mentioning this MP seen a truly vast increase in pre-orders or a slight decline.
Modifié par Il Divo, 13 octobre 2011 - 03:04 .
Walker White wrote...
Dragoonlordz wrote...
Btu that does not mean that for each single person who finds a game too complicated that there isn't two or more who are interested due to this depth and such. A barrier to some is a reason to buy for others.
This is both right and wrong depending on how you look at it. Depth and complexity is definitely a selling factor, as long as you have a gentle learning curve to bring new players into the game at the beginning. So they grow into the complexity over time. Indeed, this is one of the nice features avout leveling. You start with very few options in order to learn how to play, and options only open up as you progress.
But starting with the complexity in the beginning loses more than it gains. This has been shown time and time again.
And as we saw with Rock Band, Guitar Hero and basically the entire Wii collection, appealing solely to casuals ain't working either.Walker White wrote...
As we saw from the death of the fighter genre, only appealing to your core base means that you have dwindling players over time until you die.
That's exactly what Nintendo thought would happen with Wii, and as we now know it didn't really work out. Their Wii Resort gamers didn't convert into hardcore Zelda fans. The truth is, the majority of people can't be converted into core/hardcore gamers.Walker White wrote...
So you have to have a casual component to bring in new players. But the key challenge is to make the game in such a way that the casual gamers for your game can become core over time. This is the whole "simple to learn, difficult to master" concept. And while some RPG fans may not be happy with it, this is one of the reasons for streamlining mechanics. If you give a new player too much choice at the beginning, they get lost and bewildered and will never become core. So your player base narrows and narrows, until it disappears.
Il Divo wrote...
Dragoonlordz wrote...
But that does not mean that for each single person who finds a game too complicated that there isn't two or more who are interested due to this depth and such. A barrier to some is a reason to buy for others. The one thing that could come close but in no way solid proof one way or other is have Bioware since mentioning this MP seen a truly vast increase in pre-orders or a slight decline.
The casual audience is larger than the core audience. That alone works against your claim. It's not about complexity, but ease of entry. If I told you that in order to watch Schindler's List, you needed an in-depth account of World War II, that's going to serve against you attempts at getting a substantial number of people from watching the film. Baldur's Gate 1, while a decent game, didn't really provide anything close to a learning curve for new players, aside from explaining how attributes work, which is just the tip of the iceberg in DnD.
Modifié par Dragoonlordz, 13 octobre 2011 - 03:08 .
Dragoonlordz wrote...
I am casual and I am core, I do not think a lot of people understand what casual actually means in terms of gamers. Casual is does not spend vast amounts of time playing games, I do not spend vast amounts of time playing games but when I do play I need deep and in depth content for each of those games. How long you spend each time playing is irrelevant because you would spend same 5 minute sessions if wish playing BG as would in Farmville if wish due to save feature. The game make take longer overall but that becomes value for money.
Modifié par Il Divo, 13 octobre 2011 - 03:11 .
Dragoonlordz wrote...
Yes and the best way is to put into content inside game additional tools and gameplay that can build up that understanding of mechanics rather than strip them out in order to put less effort developer side in explaining which then leaves a lower depth game overall due to this simplification rather than expansion of tutorials and extra gameplay content to explain the more deep/in depth game.
Il Divo wrote...
Dragoonlordz wrote...
I am casual and I am core, I do not think a lot of people understand what casual actually means in terms of gamers. Casual is does not spend vast amounts of time playing games, I do not spend vast amounts of time playing games but when I do play I need deep and in depth content for each of those games. How long you spend each time playing is irrelevant because you would spend same 5 minute sessions if wish playing BG as would in Farmville if wish due to save feature. The game make take longer overall but that becomes value for money.
And if you had no prior experience with a DnD system, those initial 5 minute sessions wouldn't even be spent actually playing Baldur's Gate, but reading the manual. That's my point; there is a difference between complicated game mechanics and ease of entry. Imagine Baldur's Gate had invented the DnD system, ignoring pen and paper. There would have been no experience for anyone to draw from to even understand what the hell is going on. Other genres don't rely on this problem anywhere near as much.
Modifié par Dragoonlordz, 13 octobre 2011 - 03:13 .
IssacShep wrote ...
That's exactly what Nintendo thought would happen with Wii, and as we now know it didn't really work out. Their Wii Resort gamers didn't convert into hardcore Zelda fans. The truth is, the majority of people can't be converted into core/hardcore gamers.
Dragoonlordz wrote...
Not at all, those systems and mechanics could be explained through content which is actual gameplay. It is not just about reading the manual as you keep saying. Fun and interesting gameplay content could be developed to explain such systems.
Modifié par Il Divo, 13 octobre 2011 - 03:16 .
Siansonea II wrote...
So, can I assume this is just another "I hate multiplayer" thread?
Dragoonlordz wrote...
I am casual and I am core, I do not think a lot of people understand what casual actually means in terms of gamers. Casual is does not spend vast amounts of time playing games, I do not spend vast amounts of time playing games but when I do play I need deep and in depth content for each of those games.
IndomitusRex wrote...
Let's imagine that Bioware is a restaurant, and that the fantastic single player experience we've gotten so far in Mass Effect is steak. Now let's consider multiplayer game experience to be bacon. Enjoying bacon isn't mutually exclusive with enjoying steak. And even if you enjoy steak, but detest bacon, you can always choose to not eat the bacon in Mass Effect 3. You're not losing out on anything because that bacon was free.
Having both together, however, is pretty awesome. And it's better than just steak and bacon; it's filet mignon.
I am a huge ME fan, and I haven't been this excited about a multiplayer experience since Transformers: War for Cybertron. Being able to build up your very own ME character and engage in some wicked co-op missions with your buddies? Sounds pretty damned good to me.
Il Divo wrote...
Dragoonlordz wrote...
Not at all, those systems and mechanics could be explained through content which is actual gameplay. It is not just about reading the manual as you keep saying. Fun and interesting gameplay content could be developed to explain such systems.
I'd disagree, based on Origins. Hell, the game mechanics there were substantially simpler, and there were still problems there with explaining all the rules.
Modifié par Dragoonlordz, 13 octobre 2011 - 03:21 .
Dragoonlordz wrote...
You did not have to understand all of the rules and each and every single aspect in order to play and enjoy the game, you understood enough to play and enjoy and for others including self if wished to understand in more depth the option was there because it was within the game.
You used BG and PST as example none of those required you to understand all the rules of the entire system to play but if you wished you could learn all the rules. By streamlining and simplification via the removal of those optional depth rules that were not a barrier to entry because you could play without knowing them but had choice to investigate and learn more if wish as they were present, by their removal from streamlining and simplification your gaming and understanding ended there as there was no more option to delve deeper within the game since was removed.
Modifié par Il Divo, 13 octobre 2011 - 03:31 .
Il Divo wrote...
Dragoonlordz wrote...
You did not have to understand all of the rules and each and every single aspect in order to play and enjoy the game, you understood enough to play and enjoy and for others including self if wished to understand in more depth the option was there because it was within the game.
In the case of Origins, the rules are simpler so of course it's less critical to have an intimate understanding of their details. But examples like spells not having in-depth explanations still made it difficult to understand game mechanics. The game never told me how much damage an actual Fireball might do. How do I decide whether to choose Fireball?You used BG and PST as example none of those required you to understand all the rules of the entire system to play but if you wished you could learn all the rules. By streamlining and simplification via the removal of those optional depth rules that were not a barrier to entry because you could play without knowing them but had choice to investigate and learn more if wish as they were present, by their removal from streamlining and simplification your gaming and understanding ended there as there was no more option to delve deeper within the game since was removed.
I repeat, the rules were a barrier to entry. Possessing a limited understanding of DnD mechanics easily led to players crippling their characters. You cannot have a "limited understanding" because your character is inherently built on all those base mechanics. Hell, characters could be one shot in original BG from a single crit. And as I recall, the game never told players (for example) that certain attributes stopped being useful past a certain level.
It doesn't matter if you enjoy learning complex rules. The implementation left much to be desired. The point is that someone looking to dabble in a variety of genres, which many gamers do, cannot do so with DnD. It requires that you become intimately familiar with how things work.
Modifié par Dragoonlordz, 13 octobre 2011 - 03:47 .
Yes, by making the menus & whatnot intuitive and inviting to casuals. But if it's void of any deep customization etc, then they will never get transformed into core gamers since there's no core aspects to the systems. They will remain on the casual front.Walker White wrote...
The challenge is how to turn the casual ME2 players into core. That is how you must design a game.
IssacShep wrote...
Yes, by making the menus & whatnot intuitive and inviting to casuals. But if it's void of any deep customization etc, then they will never get transformed into core gamers since there's no core aspects to the systems. They will remain on the casual front.
bekkilyn wrote ...
I just can't think that many people who have never played a Mass Effect game are suddenly going to decide to play the *third* game in a story-based, single-player series j
Um...I don't think you read what the guy wrote.tez19 wrote...
This is true and as a company are they losing more fans than they are gaining as the additional fans buying mass effect may not make up for the fans abandoning them.GodWood wrote...
The ME series is successfully gathering a larger fanbase by streamlining features and appealing to the more casual market.
The DA series is failing in gathering a larger fanbase by completely abandoning the majority of their original fanbase in an attempt to draw in a casual audience that is not interested.
Dragoonlordz wrote...
In over 30 years of gaming I have never once played a single game that requires me to be intimately familiar with how things worked across all genres and systems. All games only required you to know the most basic information and knowing all the rulesets was not one of them. But being availible to learn more and get better was an option, now it is not because developers are removing that option for fear that the audience lack the most basic of attention spans and intelligence.I have not found a single game I could not complete with only the most basic in information which means without reading a single ruleset or book if so wished. If choose to delve deeper into the meanings behind things that was optional but now it is not because like said that option is being removed more and more often.
Modifié par Il Divo, 13 octobre 2011 - 04:05 .