JamesFaith wrote...
GroverA125 wrote...
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There's a list of things that should not understood by a developer:
1) Do not remove the player's control of a situation unless completely necessary.
2) Players love boss fights. A boss fight is not the same as throwing three banshees at players, a boss fight is something new that requires good tactical thinking, teamwork collaboration and/or brutal efficiency to defeat.
3) Do not make multiple choice ending as a definite unless the choices are absolutes. If the community can say "yeah, but why didn't..." then you've not done it right. We should sit there and accept that it's the only way, and our choice should reflect our decision, not some that you thought would be cool and not reflect our character's opinions (don't bias the end towards one set of decisions)
4) Players like customisation, give them it.
5) Players like multiplayer, but next time put your back into it. Minigame-esque survival isn't the best it could be.
6) Players don't like petty DLCs, if you want to make DLCs, make them all sparkly-glowy. A player should WANT to buy them, not feel that completionism makes them want to get it.
7) More characters are nice. A good story has a character, race, faction, etc. that everyone can relate to. Preferably one who returns and doesn't die within the first five minutes of gameplay (goddammit Jenkins).
8) Shiny-ass sparkly lasers make everything better.
9) Except for when they're shooting the player. Give the player a psychological superiority against base enemies, and abolish that with superior ones. (make mooks have small, quiet weapons and specialists have loud, more fear-stirring ones).
10) People like to go medieval. As such, people love swords and crossbows in sci-fi almost as much as they like to feed their megalomania with gold weapons, armor, etc.
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To be honest, next time write I instead players, because by using players you spoke about me too and:
2) I have no special love or hate for boss fight.
3) This would be always partially subjective, until it would be absolute 2 choice death/live.
5) I hate it and consider it necessary evil.
6) Always depend on particular DLC.
7) Too much is too much. My ideal number is from 6 to 8. ME2 was too crowded for me.
8) I hope this was just fun.
10) Not everytime and I'm both reader and writer of science-fantasy.
My apologies if I offended by using yourself as a point for an argument. I agree that my wording was a bit off, however is a general thing:
2) Sending one more enemy than usual isn't particularly special, when a developer makes a new big enemy at you that breaks the flow of combat for a while, that makes a moment feel special. You remember bosses, but sending a couple more enemies isn't so avidly remembered. It's just good practice, it's been around since the beginning of video games (not pac-man obviously, but almost all arcade games and retro games had bosses where applicable).
3) True, but again, a set of endings should not be considered absolute unless there are no other options. If it's not intended to be a "there's no other choice" situation, then it avoids these rules. The "double train-track" scenario is the best example I can think of. If you have a choice between which of the two tracks the train goes down, there's no middle way, but if you have a gun in your hand and you want to kill someone, then there's not two absolute ends to the situation, the possibilities are too wide for this rule to apply.
5) I misworded this one too. Multiplayer extends the life of a game drastically. I admit it doesn't belong in a few things (I would rather die than have a multiplayer skyrim), but if a developer is going to do it, a lot of people would prefer if you went all-out on it. There's no point going to do something and not going the whole distance you can make it go. Granted, ME3 MP was Bioware's first step into the MP world with mass effect, but if they would have put more effort in, devoted more resources and disk space, it could have been made to be a better, more long-living addition. Of course, this is provided that this can be done without inhibiting the singleplayer. MP should never harm the SP of a SP game.
6) Nobody wants to buy something because they feel that they are obliged to do so. It's like the Call of Duty/Halo scenario, everybody whines about how it's either too much the same or too different from what it was before, but they still go out and buy it anyway, although usually with a lot less joy than otherwise. A DLC should be something to rejoice about its release, not something that leaves a player going "Great, now I need to spend more money to get everything in the game".
7) Of course there's a limit. Too many ingredients in the recipe spoils the dish. The character count has to really make everyone happy though. There should always be that one character that someone likes. Nobody should be sat there saying "I don't like any of these people, whatsoever."
8) Yes, that was a joke. Kind of. You want a player to feel immersed, and utilizing explosions, screen motion and other techniques such as special action animations (eg. the Halo assassinate) make the game feel a little bit more immersive, realistic or smoother. I admit that realism can go too far, and so can unrealism due to too many sparkly-lasers flying about the screen, but usually there's a balance of which adding more makes it feel better than without.
10) I don't understand the megalomanical nature or most people (gold camo, weapons, and other cosmetic features that display "Skills". I'm not sure what it is, but they seem to hit us on a instinctive level. Look at star wars. Clone elite commandos running around with rifles, taking out an entire enemy base using precision and badass technique? Not bad. One jedi killing about seven people with a sword made out of a laser? Holy crap that's so much more badass. Same reason as with most games. Why use a gun or a grenade when you have a throwing knife? These things just kind of play on us. People like abnormal weapons, and in a world of thermal-clip rifles and mass effect field barriers, a blade or crossbow made out of energy seems to be that oddball that people like.
I'm not disagreeing with you on all these points, however there are a lot of things that communities seem to like and not like, I shouldn't claim to stand for all people, but these things seem to be a very common thing/complaint/etc. these days. These are what I see that stand out.
Modifié par GroverA125, 08 mai 2013 - 06:43 .