They don't need to work the same way to produce similar outcomes when viewed from the outside.
And we also don't need the CPU to behave as players would. A strategy game isn't betterwjen played against human opponents, just different. Why can't the CPU behave differently?
I want to implement the rules the same way, not the player behaviour. Ideally, at some point, we'll end up with fully interactive environments where we can do what we like even if the developers didn't foresee it. But a major stumbling block there is that the developers have to be willing to let us break the game. Bethesda took Levitation out of the TES games starting with Oblivion, because we could easily break the game with it. That was, in my eyes, a mistake.
They should not be trying to protect us from ourselves.
The CPU doesn't need to behave as a player would, but the ruleset needs to be changed accordingly to accommodate that. This was my original point.
Which my point still stands. When adapting a ruleset for a medium it wasn't originally designed for, you need to make adjustments for the new medium. In this case, you need to adjust for the fact that every other player and the GM has been replaced by a machine.
Levitate was actually removed because of a change in how the technology of the game worked. Starting with Oblivion major cities were no longer a part of the main map, but required a loading screen to enter. It would have created a scenario where levitating over the walls of a major city would result in you being in just an empty husk of a city.
It was protecting the game from us, not protecting us from ourselves.
But mine do. The silent dialogue more closely resembled real world conversations than the voice dialogue does. By voicing the PC, BioWare managed to make their CPU behaviour less human-like.
We've already been through this so there isn't much to say other than that I don't think silent protagonist offered all the benefits you do.
Of course you can. I can do the same with games I like.
I try not to do that, however, because criticism of a game tends to be interpreted as criticism of every aspect of that game. Note how BioWare ran away from everything that made DA2 DA2, but some of those new features in DA2 were good features.
People who think me criticizing one aspect of a game means I'm criticizing all of it are fools.
I also generally don't believe BioWare cuts stuff en masse just because people complained about a few specific features. There was a lot of criticisms leveled at every aspect of Dragon Age 2.
Those numbers have a direct in-game effect. What evidence do we have that they don't exist in the game?
How about experience points?
Since XP is outside of the game world, characters should be unaware of the exact XP they are at.
They should however be aware that as the adventure goes on, they become more experienced and better at what they're doing. Just not aware of "I need 50 more XP to reach level 5".




Ce sujet est fermé
Retour en haut






