http://www.industrygamers.com/news/ubis ... n-origins/
this changes everything!
http://www.industrygamers.com/news/ubis ... n-origins/
this changes everything!
hbd, you lpb!
credit card data is always valuable. also, from what i heard, the hacker team showed up with name and everything, but i'm not sure whether it'll be as simple to track them down as it was with lulzsec
why do i have to be so busy? i'm really looking forward to exploring this game, but i just don't have time D:
Quote from Rick_Di think if less money was involved in video games things would be a lot more creative and probably run a lot better too
you may be onto something here. i was thinking if you made game design a game itself, where you financially reward people for being more creative would lead to some very interesting results. or if not money, achievements or some other form of status increase that people want and look up to in the western world. i think it's safe to say that the entire process of designing in the industry is in some ways becoming archaic, just because it doesn't incorporate elements like those.
while many of you have issues that i can relate to (argumentatively), you still need to point out why your changes are needed. otherwise it just turns into chaotic "hurr do this because is say so" rants. you think regenerative health is bad? what does it remove from the player experience? does it have any redeeming qualities? how about quicktime events? etc.
this thread serves to discuss whatever flaws in whatever games that should not be replicated for good reasons. i'm hoping that in the end there can be a list compiled of major (or minor) problems that are occurring in today's games, that some designers would care to take to heart when designing their next game. i've put the year on this in hopes that there can be a new thread created every year that lists new things (or repeats things not rectified) in present day games.
since this is a slightly more serious topic than usual, i'd appreciate it not being completely filled with trolls from the get go.
Quote from the listempty
not everyone is claustrophobic either...
but ya, what rick said, i would enjoy a discussion thread about bad shit. it doesn't have to be lengthy, but could be a few points about some very specific things in certain games. speaking of which... brb.
badassery all around
yeah just in general whatever you have a problem with in games. it could get compiled into a list on how not to design games...
Quote from CampaignjunkieSo no one should even try? There is literally no space for experimentation in this direction? And be honest, when was the last time a painting moved you?
try all you want, but trying does not imply sticking it into people's faces and forcing them to like it just because you do. if you really want to try something new AND at the same time make it affect people, then make it into an epic, glorious triple-a game. those games that have try something new (without the attitude) while still catering for everything else are the most successful. look at bioshock, or half-life 2, and about how many people still remember and love those games, both for their messages and their gameplay and their setting, etc. "art" games focus so intensely on just one or a few aspects of a game that they forget what a game truly comprises of. and in the end, people, no matter how stupid or smart, see through this.
Quote from JetsetlemmingSomebody should make a "Rant about common modern game design elements" thread
in all seriousness, i think a thread about the state of design in the industry would be a worthwhile addition to this forum. i know some of you people are just itching to talk shit about random games and or give constructive inputs on how to improve games through design.
thanks for the troll seir, but you can have both
it's a question whether you cater to yourself or to a demographic
Quote from CampaignjunkieFun like grinding for XP? Fun like going to a bar with your friends? Fun like finger painting? I know you said "you don't want to get too much into this" but basing any value claim on an unexplained definition of fun is... lazy.
fun is subjective. the point i was trying to make was that even if you do think a game is fun while having a message, the masses (i.e., me and everyone else) may not necessarily think so as well. games should be focused on the player's experience rather than the designer's intended experience, and for this, you need people from all over the bell curve to playtest.
i really don't wanna go too much into this, but the division happens when you try to create a game with a message but without necessarily making that game fun or entertaining. it's very one sided when it should in fact contain both sides. i don't think people would have a problem with it, if it indeed contained both. but then this is just my opinion
Quote from Pericolos0yes, I also wonder what would happen if you don't press circle to blow out the candle
the candle would probably not get blown out
"recursion" is also a keyword
agreed with the dark brotherhood. i loved the dead drops!
nice video! also nice pair of balls!