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Gameplay inside the mind of the player


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30 réponses à ce sujet

#26
raulraul12345678

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It is funny how the replies about this idea are so different, some hated my thread, some like it...I really understand that my thread can be a bit challenging as they add move away from the normal way of thinking, but I think trying to change and push a bit the limits can be refreshing.

I try to be a bit cryptic in my explanation because I want you fill the gap with your ideas....

I appreciated Thermopylae's reply as he understood more than the Others my suggest....themed challenging enviroments, as they can add a lot to complete the world and the atmosphere of the game...I really believe that a situation like the long walk into the tunnel is maybe a bit boring, but memorable...as it departs from the usual gameplay...also a journey of that kind has a sort of meditative quality, it gives the time to rethink about situations and things that has happened during the game...

Furthermore, this was just a single idea, is the concept that counts for me and how a different way of thinking about tha game can improve it an make it deeper...standing still and redoing what has already be done is like dying....so I will keep post what I think is good and interesting....of course you can express your critics...it's fine for me, but I would like to receive constructive idea....thank you and cheers!



#27
Malanek

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For non-combat gameplay I think it is better to have multiple ways of getting through a mission and allowing optional non-combat solutions to circumvent combat. I'm very wary of replacing combat altogether for long stretches as these parts often become tedious especially on replays.

 

Doing nothing for 20 minutes as the OP suggests is not something that appeals to me at all.


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#28
GaroTD

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To be honest I think its a cool idea. Building tension throught silent, non combat levels. If executed correctly it would be interesting. Ancient maze filled with artefacts from the past. You lost connection with your ship and got lost. Some mysterious music and good atmosphere would make really intense mission out of it.
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#29
Cyonan

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It is funny how the replies about this idea are so different, some hated my thread, some like it...I really understand that my thread can be a bit challenging as they add move away from the normal way of thinking, but I think trying to change and push a bit the limits can be refreshing.

I try to be a bit cryptic in my explanation because I want you fill the gap with your ideas....

I appreciated Thermopylae's reply as he understood more than the Others my suggest....themed challenging enviroments, as they can add a lot to complete the world and the atmosphere of the game...I really believe that a situation like the long walk into the tunnel is maybe a bit boring, but memorable...as it departs from the usual gameplay...also a journey of that kind has a sort of meditative quality, it gives the time to rethink about situations and things that has happened during the game...

Furthermore, this was just a single idea, is the concept that counts for me and how a different way of thinking about tha game can improve it an make it deeper...standing still and redoing what has already be done is like dying....so I will keep post what I think is good and interesting....of course you can express your critics...it's fine for me, but I would like to receive constructive idea....thank you and cheers!

 

I think the problem is that your example involved walking down a hallway for 20 minutes, which most of us will just find more boring than anything else.

 

Sure it's memorable but for most of us, it wouldn't be a fond memory of the game. It would be more of a feeling of "Ugh, I hated that part".

 

You can create an unnerving atmosphere that doesn't rely on the player doing nothing but holding down the W key for 20 minutes. This is usually done by exploiting the uncanny valley: Create something that seems almost normal, but something just isn't quite right with it and let that linger for a little bit without explaining it to the player. The player will notice it a lot more than if it were completely off the walls crazy.

 

The down time on the ship also already serves as a time to think about situations that happened during the game, and provides us the slow pacing to the fact action of combat.


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#30
JamieCOTC

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For non-combat gameplay I think it is better to have multiple ways of getting through a mission and allowing optional non-combat solutions to circumvent combat. I'm very wary of replacing combat altogether for long stretches as these parts often become tedious especially on replays.

 

Doing nothing for 20 minutes as the OP suggests is not something that appeals to me at all.

 

Yeah. My Favorite sidequest of all of ME was "I Remember Me." I think there was an option to shoot the girl. but there were many, many ways out of that situation, including ignoring it all together. And I don't mean that the player just ignores the mission, Shepard actually says that s/he is not going to help. I think it's Fallout: New Vegas that you can complete the game with 0 kills.


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#31
iM3GTR

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Yeah. My Favorite sidequest of all of ME was "I Remember Me." I think there was an option to shoot the girl. but there were many, many ways out of that situation, including ignoring it all together. And I don't mean that the player just ignores the mission, Shepard actually says that s/he is not going to help. I think it's Fallout: New Vegas that you can complete the game with 0 kills.


I like the 'I Remember Me' quest too. So much more interesting than going into a room and shooting dudes from behind cover for 10 minutes.
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