Shadow Warrior corner "This thread has alotta Wangs! Discussions on Shadow Warrior only."
#661 Posted 06 January 2020 - 08:59 AM
LO WANG : "You're good looking Sailor Babe ! What about you Moon me ?"
This post has been edited by gemeaux333: 06 January 2020 - 09:59 AM
#662 Posted 06 January 2020 - 11:38 AM
necroslut, on 06 January 2020 - 01:57 AM, said:
I hate idiot prompts. I'm currently playing Terminator: Resistance (it's OK, not great, I doubt I'll ever replay it though), and of course it continues the modern tradition of you magically knowing (because of the onscreen prompts) whether or not you'll be open a door, before you even try it. There are also countless ruined cars everywhere (the game is set in the ruins of the USA), and a very small number of the cars have boots (trunks to the Americans) that can be opened and contain ammunition, med kits, and so on. And you don't have to try the car boots to see if that particular one opens, just go near it and put the cross hairs at it.
It just reminds you that it's a game, and removes more of the need for you to concentrate and think for yourself.
#663 Posted 06 January 2020 - 06:50 PM
gemeaux333, on 06 January 2020 - 08:59 AM, said:
LO WANG : "You're good looking Sailor Babe ! What about you Moon me ?"
Underage.
#664 Posted 06 January 2020 - 07:45 PM
OccludeOlga, on 05 January 2020 - 03:27 PM, said:
Yeah, but that key placement was kinda bullsh*t.
This post has been edited by Lazy Dog: 06 January 2020 - 07:56 PM
#665 Posted 06 January 2020 - 08:52 PM
necroslut, on 06 January 2020 - 01:57 AM, said:
Commando Nukem, on 06 January 2020 - 08:07 AM, said:
Kerr Avon, on 06 January 2020 - 11:38 AM, said:
I sincerely apologize for my part in that.
Lazy Dog, on 06 January 2020 - 07:45 PM, said:
I mean... relative to the other two keys in that map... it's pretty tame.
#666 Posted 06 January 2020 - 10:49 PM
OccludeOlga, on 06 January 2020 - 08:52 PM, said:
Are you saying they go back that far? I was always convinced they were a late addition.
#667 Posted 07 January 2020 - 08:16 AM
OccludeOlga, on 06 January 2020 - 08:52 PM, said:
You are a gentlemen!
Thinking about it, maybe constant prompts would be a good idea, as long as they are optional, for people new to gaming. Like most of us here, I was playing DN3D, Doom, etc in the mid 90s, so I had to get used no auto-prompting, actually spending a few moments thinking when looking for secrets, knowing my way around non-linear locations, etc. None of which are exactly intellectually demanding, of course, but they might still be off-putting for more casual gamers. Now that gaming is more mainstream than ever, and will continue to grow so, as the last of the non-video gaming generation disappear and the newer generations will never know a time when video gaming wasn't part of everyday life, then I suppose it's natural for games developers to look for more ways to make their games attractive to larger audiences.
Long gone are the days when gamers were largely a dedicated audience who were prepared to really put time and effort into learning the relative complexities of a non-simplistic game. The gaming world has changed so much between the 1980s and now.
#668 Posted 07 January 2020 - 08:46 AM
necroslut, on 06 January 2020 - 10:49 PM, said:
I don't know when we added the first use prompt, but I iterated on a TON of different looks and styles to them. My memory says it was when we committed to supporting consoles but could be wrong.
Kerr Avon, on 07 January 2020 - 08:16 AM, said:
Could do something like what games do for inverted controls. Have a little "calibration" test where you have to find something and then ask the user whether they want them on or off. MOST people would opt in for them though, so from a dev bucks perspective, as well as flow from start to real action perspective, most developers wouldn't consider it worth it and just enable by default and not even bother offering the option to turn off.
#669 Posted 07 January 2020 - 09:09 AM
OccludeOlga, on 07 January 2020 - 08:46 AM, said:
CONSOOOLEEEEES!!!!
This post has been edited by necroslut: 07 January 2020 - 09:10 AM
#670 Posted 07 January 2020 - 10:34 AM
Commando Nukem, on 06 January 2020 - 06:50 PM, said:
How old Sailor Moon is supposed to be in the manga (last time I watched it was in the early 90s) ?
#671 Posted 07 January 2020 - 11:01 AM
gemeaux333, on 07 January 2020 - 10:34 AM, said:
The theme songs says she's 14. I suppose she gets older in later seasons though.
#672 Posted 07 January 2020 - 01:38 PM
#673 Posted 07 January 2020 - 03:34 PM
OccludeOlga, on 06 January 2020 - 08:52 PM, said:
Button prompts don't bother me as much as giant glowing "fuck me lights." That always buggered my ass.
Shoot this glowing thing, idiot. Press this thing, idiot.
#674 Posted 08 January 2020 - 09:37 AM
Commando Nukem, on 07 January 2020 - 03:34 PM, said:
Shoot this glowing thing, idiot. Press this thing, idiot.
And what about the RED barrels that are meant to explode... actually everything that is red in a videogame is meant to explode...
#675 Posted 08 January 2020 - 09:59 AM
necroslut, on 07 January 2020 - 11:01 AM, said:
I could hardly say, I only know (barely remember) the french version of the generic :
#676 Posted 08 January 2020 - 10:05 AM
This post has been edited by Lazy Dog: 08 January 2020 - 10:15 AM
#678 Posted 08 January 2020 - 01:31 PM
gemeaux333, on 08 January 2020 - 09:37 AM, said:
Well, red barrels are a real thing. You can find examples of those in real-life. So they're not irritating. That's more like sensible game design too. When everything you can do is emphasized with glowing shit, it really destroys immersion, though. It actually shines a light on everything that isn't functional in some way and increases the sense of artificiality.
#679 Posted 08 January 2020 - 10:04 PM
#680 Posted 08 January 2020 - 11:11 PM
gemeaux333, on 08 January 2020 - 10:04 PM, said:
So it's your fault.
#682 Posted 09 January 2020 - 09:20 AM
#683 Posted 12 January 2020 - 11:25 AM
gemeaux333, on 09 January 2020 - 09:20 AM, said:
Mmno.
At the very least if you're gonna have them in the game they should be something you can toggle on/off in the options menu. Best of both worlds.
#685 Posted 13 January 2020 - 01:57 AM
Art is a language, and if your language is unintelligible, it's a shit language no matter how pretty it is.
This post has been edited by necroslut: 13 January 2020 - 03:38 AM
#686 Posted 13 January 2020 - 06:05 AM
Put an "Explosive" hazmat sticker on every one?
#687 Posted 13 January 2020 - 06:25 AM
Mark, on 13 January 2020 - 06:05 AM, said:
Put an "Explosive" hazmat sticker on every one?
Can't take objects like that on their own. They have to be considered within the envrionment.
Doom, Quake, Duke, Half-Life all did it just fine, because they had art styles that told the player about things without directly prompting the player. How did you figure out the C-12 canisters were explosive in Duke 3D? The game doesn't flash a prompt to tell you.
#688 Posted 14 January 2020 - 01:00 PM
#689 Posted 15 January 2020 - 08:08 AM
Commando Nukem, on 13 January 2020 - 06:25 AM, said:
But the game actually did expect the player to be familiar with the exploding barrels trope, specifically from Doom if from nowhere else. Back in 1996 that is.
Commando Nukem, on 13 January 2020 - 06:25 AM, said:
BTW, there was an interesting blog post by someone about how realistic graphics can ruin gameplay-minded level design:
https://eev.ee/blog/...ng-video-games/
#690 Posted 15 January 2020 - 10:32 AM
MrFlibble, on 15 January 2020 - 08:08 AM, said:
Yes, but not just from Doom, but also from (and I think this is often overlooked) movies. 80's/90's action games expected you to have seen movies like Die Hard.
This goes for the above-mentioned air ducts too.
This post has been edited by necroslut: 15 January 2020 - 10:38 AM