Vapaä wrote...
Taura-Tierno wrote...
Take any good book or movie.
Stop it right there, a book or a movie is not a game, a game is interactive and thus the dynamic between the media and the audience is not the same as with a book or a movie when you're simply spectator
The Night Mammoth wrote...
Taura-Tierno wrote...
I was not a fan of Kai Leng.
But the Darth Malak fight in Knights of the Old Republic? Are you going to say that that fight was bad an unnecessary? It was critical to the plot and well-executed.
Take any good book or movie. In virtually every good story, the protagonist suffers setbacks, and often fails, for the story to take an unexpected route, to build suspense and create conflict. The failure does not have to be in a battle, but in anything action-oriented, it's extremely common. Because constant success generally makes for an uninteresting story.
The OP isn't talking about the protagonist being defeated at some point, he wants monsters that the player can't kill, that are beaten by the player escaping. It's not new for games, and it's not inherently more interesting than the usual mechanic since the result is exactly the same, and half the proposed reason for having them is to make the player feel small, because we're just human after all, which is pointless and adds nothing of worth to the game.
A game, especially one like the Dragon Age games, is very story-related, though. And a good story (in my opinion) requires some level of defeat instead of constant success. No, it does not have to be combat, but it's a perfectly viable way to do it.
Yes, I agree that it has to be done well - because it should be done for a story reason. And as such, should be as good as the story is in general. Just like Darth Malak, which I think is one of the best examples. It is fullfilling from a gameplay point of view, because it progresses the plot, reveals interesting information, you get to actually encounter the villain, and then there's a very good explanation for why you manage to escape (Bastila remains to hold him off).
I don't think that having an unkillable boss just to annoy players is a good way to go. it should be unkillable for a good reason.
If you want to stomp on players' egos, it's much better to have monsters that are too strong to be killed _now_, e.g. a huge dragon on early levels, that you could approach, but could also be avoided easily. If you're foolish enough to try, you die (or have to escape). Which sounds exactly like what they're gonna do. But then, that's not really to annoy players, just a side-effect of enemies not leveling and having an open world. Player responsibility. Don't chew more than you can swallow.
Modifié par Taura-Tierno, 18 septembre 2013 - 12:11 .