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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 11:53 am |
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| DJ wrote: |
| You can kinda see why they ditched that approach if you look at how incredibly fucked-up the development of that game was. A ton of stuff wound up getting radically altered, and a lot of the designs for the worldbuilding were a lot more ambitious. What you have now is that kind of stripped down. |
Yeah, that stuff interests me a lot more than the actual game that came out. Even the stuff that is in Raising the Bar (or whatever the title is) interests me because it looks like the HL games were going to be a lot different than what eventually came out. There was the one monster whose job it was to literally rape the player, which I can't say I particularly like, but it would've been interesting to see where it went. It's been awhile since I looked it over though, so I can't remember more weird examples.
Also, agreeing with Harvey about the physics puzzles. They would've been annoying enough, except that the game basically screamed at you when they showed up, which only made them more annoying for me.
I do however, as DJ said, like the little details of the world that are set up. The first bombed house you come to on the boat is probably my favorite part of the game, even if the rest of it is a let down. Ravenholm and me never got along. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Tue Apr 20, 2010 3:33 pm |
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the game basically screaming at you would entail, I don't know, alyx communicating to (constantly) via a radio in your suit saying "WELL, LOOKS LIKE THAT PHD IN PHYSICS MIGHT GET YOU OUT OF THIS ONE GORDON" every time you came across one, which is how most videogames would've handled it... can we at least give valve credit for not being obsequiously patronizing?
they were a little garish but they were mostly grounded in the story of the game (ie, they seem to be intentionally designed checkpoints in a shackled-together underground railroad that could quickly be broken down at notice)... _________________
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Jam

Joined: 27 Sep 2007
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Posted: Tue Apr 20, 2010 4:22 pm |
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The physics puzzles, the ramp in particular because I can't remember too many others, were annoying because they weren't physics puzzles. Rather they were puzzles to highlight that the game had fancy physics. I.e., air barrels will float, and you can slowly topple a washing machine. Two problems with that though. The first being that the control is terrible. The illusion of physics goes out the window when it's impossible to manipulate the orientation of the objects in any intuitive way, instead bashing them against obstacles until they eventually magically right themselves in your telekinetic grip.
The second and more frustrating problem is that these puzzles have only one solution. This highlights the linearity of the game and makes the use of physics a joke. Why will a bunch of barrels supposedly filled with air or something lower the ramp, but gordon and the boat won't make the ramp budge? Why will the washing machine trick work but stacking debris does absolutely nothing? It comes down to being just really annoying lock and key bs. If your first inclination is to use the air barrels then I suppose the illusion is kept up. But if you had different ideas then the puzzles with constantly frustrate with their selective and sloppy use of physics. And yes, if something like the barrels weren't your first inclination then when you actually do solve the puzzle that way you feel like the physics puzzle is being shoved down your throat. Or like the game is basically screaming 'Physics Puzzle!' _________________ The King of America
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Tue Apr 20, 2010 4:28 pm |
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the ramp raises up... it's already at its lowest point when you get there, hence no budging from additional weight on top.
and putting debris in the elevator will make it dip, just not enough to raise the second ramp... you're supposed to see a bunch of items that you can try throwing in there, realize that it's not enough weight, and then, after poking around, realize there's a washing machine (which was left there on scaffolding built by rebels as part of the railroad) which is more than heavy enough to make it work...
if you're willing to pay enough attention, the physics puzzles are in fact well integrated into the gameworld... I agree that the modes of interaction are clumsy, but given where game development was in 2004 when this game came out, any more sophisticated solution they could have tried probably would have backfired and been even more counterimmersive... I haven't really seen game design come up with an elegant solution to that problem since, to be honest. _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Tue Apr 20, 2010 4:32 pm |
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because half life 2 isn't a puzzle game... the puzzles are just there to pace things and build the game world. they're obstacles hastily assembled from garbage and junk by a resourceful group of resistance fighters... so it makes sense that they'd just have one solution, since they're designed to let people who know that solution pass. _________________
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Jam

Joined: 27 Sep 2007
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Posted: Tue Apr 20, 2010 4:47 pm |
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The ramp pivots Toups :( Just think about it from a different angle.
From the washing machine example as I recall the elevator reaches a point where putting more items on it does nothing. Like it reaches some kind of preset and just wiggles there no matter what you find to put on it. And the most frustrating part is that gordon is still non-corporeal, so his weight does next to nothing as well.
Let's assume that you're right though, and that the physics are implemented very well. That still leaves only one solution to each puzzle, which brings it back to the same lock and key design. You're not encouraged to think about physics, but to look at whatever brightly colored objects can be found near the obstacle. In many cases even thinking about physics is counter-productive.
I never thought of it before, but why is there a ramp with a cage and air barrels floating around? Even presuming this is a common resistance route you'd think they'd just make a ramp that connects the top and bottom.
We just look at things differently I guess. I found the inability to find another solution and not being able to budge the ramp by jumping all over it to be extremely counterimmersive. Much more so that someone just telling me to put the barrels under the ramp and move on. Sure, the latter is bad design, but it makes the bad design more forgettable. The former is a betrayal of an much lauded expectation - that is that physics should work properly - and so sticks in my craw well past the moment of frustration. _________________ The King of America
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 20, 2010 4:50 pm |
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More important is that there's only solution because only one is available, not because it's scripted. If you hacked some other thing as heavy as a washing machine into that level, you could throw it on the elevator and it would work just as well. The puzzles really do use physics to operate, and even (as toups points out) include red herrings and partial solutions that are supposed to guide you to the correct solution. _________________ Let's Play, starring me. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 20, 2010 4:51 pm |
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| Jam wrote: |
| From the washing machine example as I recall the elevator reaches a point where putting more items on it does nothing. Like it reaches some kind of preset and just wiggles there no matter what you find to put on it. |
Well, maybe I'm wrong. _________________ Let's Play, starring me. |
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Jam

Joined: 27 Sep 2007
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Posted: Tue Apr 20, 2010 5:06 pm |
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| Mr. Toups wrote: |
| because half life 2 isn't a puzzle game... the puzzles are just there to pace things and build the game world. they're obstacles hastily assembled from garbage and junk by a resourceful group of resistance fighters... so it makes sense that they'd just have one solution, since they're designed to let people who know that solution pass. |
I've only played about 3/4 of the game to be honest. Are there enemies that the resistance can logically foil by putting one time use puzzles along their routes? It would be stretching to say that it's to foil the combine, since the combine can teleport, fly, and use demolitions. They even have a very annoying helicopter patrolling that very area. A 10 foot high wall would not pose them any significant obstacle.
Maybe the zombies? That could be possible I suppose. Not very good zombie obstacles, but there's nothing unbelievable about the resistance not being very smart.
I'm working off a sketchy memory from a game I greatly dislike though. It's quite possibly you guys are right and the physics are largely consistent. Also, since you guys enjoyed it and found it immersive and impressive physically, perception in this case readily trumps any flaws I could find.
Edit: Thanks vision. My bad on the whole non-corporeal bit. Elevator also seems to move more than I recalled, so likely I was wrong about that as well. _________________ The King of America
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Tue Apr 20, 2010 5:11 pm |
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The Combine can't teleport locally, that's like the whole psuedo-tech basis of the plot of the game. It's the advantage that the Resistance has and is developing for use against the Combine.
Wow I can't believe I just made a canon post. _________________ Let's Play, starring me. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 5:22 pm |
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| Does Gordon weigh less than a washing machine? He's a pretty effing tiny dude, then. Or that is a ridiculously heavy washing machine. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 5:25 pm |
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| Mr. Toups wrote: |
| they were a little garish but they were mostly grounded in the story of the game (ie, they seem to be intentionally designed checkpoints in a shackled-together underground railroad that could quickly be broken down at notice)... |
How is that ramp effective as a checkpoint? Would the Combine just not be able to figure out how to do it? Or would they just, you know, get in their helicopter and fly past it? The puzzles seemed incredibly illogical most of the time, like there was no reason for them to be there other than the game wanted them there.
The elevator puzzle would not be a puzzle at all if like 4 guys were present, or if anyone weighed more than a washing machine (so, let's say about 100 pounds). |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Tue Apr 20, 2010 6:40 pm |
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| Mr. Toups wrote: |
| can we at least give valve credit for not being obsequiously patronizing? |
No.
Because they fucking are. _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Tue Apr 20, 2010 6:48 pm |
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| Jam wrote: |
The ramp pivots Toups :( Just think about it from a different angle.
From the washing machine example as I recall the elevator reaches a point where putting more items on it does nothing. Like it reaches some kind of preset and just wiggles there no matter what you find to put on it. And the most frustrating part is that gordon is still non-corporeal, so his weight does next to nothing as well.
Let's assume that you're right though, and that the physics are implemented very well. That still leaves only one solution to each puzzle, which brings it back to the same lock and key design. You're not encouraged to think about physics, but to look at whatever brightly colored objects can be found near the obstacle. In many cases even thinking about physics is counter-productive.
I never thought of it before, but why is there a ramp with a cage and air barrels floating around? Even presuming this is a common resistance route you'd think they'd just make a ramp that connects the top and bottom.
We just look at things differently I guess. I found the inability to find another solution and not being able to budge the ramp by jumping all over it to be extremely counterimmersive. Much more so that someone just telling me to put the barrels under the ramp and move on. Sure, the latter is bad design, but it makes the bad design more forgettable. The former is a betrayal of an much lauded expectation - that is that physics should work properly - and so sticks in my craw well past the moment of frustration. |
If this were the case, it would only make the puzzles more contrived... and confusing.
| boojiboy7 wrote: |
| Mr. Toups wrote: |
| they were a little garish but they were mostly grounded in the story of the game (ie, they seem to be intentionally designed checkpoints in a shackled-together underground railroad that could quickly be broken down at notice)... |
How is that ramp effective as a checkpoint? Would the Combine just not be able to figure out how to do it? Or would they just, you know, get in their helicopter and fly past it? The puzzles seemed incredibly illogical most of the time, like there was no reason for them to be there other than the game wanted them there.
The elevator puzzle would not be a puzzle at all if like 4 guys were present, or if anyone weighed more than a washing machine (so, let's say about 100 pounds). |
The idea isn't that it's a checkpoint but that at first glance it does not look like a useable path... the railroad is designed to be disguised so the combine can't predict their movements, while still allowing for rapid travel through difficult terrain.
Washing machines are pretty fucking heavy. Have you lifted one lately? It's definitely easier to pick another human being up, anyway.
| Dracko wrote: |
| Mr. Toups wrote: |
| can we at least give valve credit for not being obsequiously patronizing? |
No.
Because they fucking are. |
No, Zelda is obsequiously patronizing. Bioshock is. Half Life at least respects the player enough to let him figure things out at his own pace... Please list games in a similar idiom from the past decade that are less patronizing... _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 7:00 pm |
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| Quote: |
| The idea isn't that it's a checkpoint but that at first glance it does not look like a useable path... the railroad is designed to be disguised so the combine can't predict their movements, while still allowing for rapid travel through difficult terrain. |
And yet, they aren't very well disguised, since it's not like you would ever fail to realize what they are after about 30 seconds, if that.
| Mr. Toups wrote: |
| Washing machines are pretty fucking heavy. Have you lifted one lately? It's definitely easier to pick another human being up, anyway. |
Actually, most sites put the average washing machine wight at about 175 lbs. Now, gordon would wieght less than that, possibly, but not as much less as that video would indicate, and Gordon + metal barrel would weigh significantly more, I would think.
Last edited by boojiboy7 on Tue Apr 20, 2010 7:04 pm; edited 1 time in total |
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Jam

Joined: 27 Sep 2007
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Posted: Tue Apr 20, 2010 7:03 pm |
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| Mr. Toups wrote: |
| Jam wrote: |
| The ramp pivots Toups :( Just think about it from a different angle blah, blah... |
If this were the case, it would only make the puzzles more contrived... and confusing. |
I don't even know what you're talking about Toups. Do you mean my suggestion that someone just telling you to put the barrels under the ramp? Admittedly it's more contrived, though I'd argue less labored, less time-consuming, and infinitely more forgettable. More confusing though? Am I missing what you're saying here completely?
Edit: I was going to call Booji on his washing machine shit too. Then I was astounded to find out how light they actually are. _________________ The King of America

Last edited by Jam on Tue Apr 20, 2010 7:06 pm; edited 1 time in total |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Apr 20, 2010 7:05 pm |
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There's also the complaint that Half-Life 2's puzzles emphasize linearity of the gameworld and player restriction; to be fair, I don't think Valve ever went into the (finished) game with any intention besides making it extremely linear. Whether or not that's your thing is one thing, but "linear" isn't necessarily a dirty word. It's generally a negative when you're talking about RPGs (see: Final Fantasy XIII) but for FPS games, not so much.
Again, with some of the original level design you can see by playing the leaked alpha/early map pack/missing information mod/etc., hell even the Lost Coast level supplied by Valve for free, you can see how originally they were going in a sort-of more open direction and that there was a willful move away from that. Whether that was a design choice or whether it was because they just decided they wanted to sacrifice player freedom for emphasis on coherency/speed or they just plain ran out of time and started chopping shit down, I'm not sure.
If it was the latter, I'd agree they kinda failed. I recently re-played HL2 and both Episodes, and the two episodes are just as linear but much, much speedier/coherent/involving than the original game. _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 7:10 pm |
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| DJ wrote: |
| If it was the latter, I'd agree they kinda failed. I recently re-played HL2 and both Episodes, and the two episodes are just as linear but much, much speedier/coherent/involving than the original game. |
I think this might be why the puzzles stick out even more for me. They feel non-coherent with the game (here, run from the evil dudes, now stack some cinder blocks!) and slow everything down.
Vision, you are right that it wouldn't make sense for Gordon to function as the machine in that puzzle, but that puzzle highlights the problem of Gordon's physicality, in that it is not consistent with the rest of the world. If it were, that puzzle wouldn't work, but I think that is an inherent problem of the puzzle itself. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 7:45 pm |
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| I tested that when I played it awhile back, and sadly it doesn't, or at least not to any great degree that I noticed. I still am (forever) trying to figure out why I don't get the same sense of physicality from gordon that so many people seem to, though. |
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oh my god immaculate banned
Joined: 11 Mar 2010
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Posted: Tue Apr 20, 2010 8:04 pm |
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| boojiboy7 wrote: |
| Quote: |
| The idea isn't that it's a checkpoint but that at first glance it does not look like a useable path... the railroad is designed to be disguised so the combine can't predict their movements, while still allowing for rapid travel through difficult terrain. |
And yet, they aren't very well disguised, since it's not like you would ever fail to realize what they are after about 30 seconds, if that.
| Mr. Toups wrote: |
| Washing machines are pretty fucking heavy. Have you lifted one lately? It's definitely easier to pick another human being up, anyway. |
Actually, most sites put the average washing machine wight at about 175 lbs. Now, gordon would wieght less than that, possibly, but not as much less as that video would indicate, and Gordon + metal barrel would weigh significantly more, I would think. |
a washing machine dropped from twelve feet up ranks more force than a skinny little lab tech in a megaman suit just standing there.
Do you approach every videogame like this?
edit: nevermind
Last edited by oh my god immaculate on Tue Apr 20, 2010 8:05 pm; edited 1 time in total |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Tue Apr 20, 2010 8:05 pm |
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| vision wrote: |
| Maybe someone can test whether jumping into the cage from atop the washing machine causes a considerably greater reaction (then entering the cage from ground level). |
It does, but not as much as dropping the washing machine.
It's also worth pointing out that games didn't DO physics before Half-Life 2 hit, so there's a lot of shit in it that's pretty gimmicky by today's standards but wasn't at the time (sadly, they continued to do this into the two episodes -- We get it Valve, stuff has weight, you can seriously stop doing the seesaw thing now). _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 8:08 pm |
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| oh my god immaculate wrote: |
| Do you approach every videogame like this? |
When I don't like something, and a lot of people do like said thing, yes, I do take the time to figure out why. Whoops. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Apr 20, 2010 8:12 pm |
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| DJ wrote: |
| It's also worth pointing out that games didn't DO physics before Half-Life 2 hit. |
Interestingly, Halo 1 (and many games before it) did in fact contain internal physics systems in them. Granted, they were usually less complicated (and in Halo's case ridiculously flawed/easy to mess with (grenade jumping), but as none of them made such systems their big feature, nobody noticed. |
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oh my god immaculate banned
Joined: 11 Mar 2010
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Posted: Tue Apr 20, 2010 8:25 pm |
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| boojiboy7 wrote: |
| oh my god immaculate wrote: |
| Do you approach every videogame like this? |
When I don't like something, and a lot of people do like said thing, yes, I do take the time to figure out why. Whoops. |
Except that pointing out that something in a videogame doesn't work exactly like it would in the real world (even though it was closer than you were) doesn't mean anything.
Last edited by oh my god immaculate on Tue Apr 20, 2010 8:26 pm; edited 2 times in total |
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Ronnoc

Joined: 26 Feb 2010
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Posted: Tue Apr 20, 2010 8:26 pm |
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| Jurassic Park: Trespasser, everyone! Oh man! |
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Jam

Joined: 27 Sep 2007
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Posted: Tue Apr 20, 2010 8:28 pm |
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Yeah, that's enough, I'm out. This always has to turn into a fight. _________________ The King of America
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monaco

Joined: 11 Jun 2007 Location: metrosexual, metrovania
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Posted: Tue Apr 20, 2010 9:05 pm |
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Was El Eternauta ever published in the USA? It shares a lot of stuff with the HL games. _________________
fbk . skp . ggl
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shrugtheironteacup man of tomorrow

Joined: 06 Dec 2006 Location: a meat
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Posted: Tue Apr 20, 2010 9:17 pm |
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You can't drive a goddamn boat up a goddamn ramp if your ass is the couterweight holding the ramp up and oh my god people are discussing the relative weights of player gunarm vs. washing machines in a videogak,oagjkgawlhvflljkasgasdflisdfjkl;;gohlsefgjo[sgbjkl;asdfjhoqwd;hiowdJIOP _________________
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diplo

Joined: 18 Dec 2006 Location: Brandy Brendo's bungalow
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Posted: Tue Apr 20, 2010 9:50 pm |
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| is this the part where i embed a black lagoon boat vs. helicopter video |
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les meat

Joined: 17 Dec 2006 Location: The sea
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Posted: Tue Apr 20, 2010 10:47 pm |
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| Jam wrote: |
The physics puzzles, the ramp in particular because I can't remember too many others, were annoying because they weren't physics puzzles. Rather they were puzzles to highlight that the game had fancy physics. I.e., air barrels will float, and you can slowly topple a washing machine. Two problems with that though. The first being that the control is terrible. The illusion of physics goes out the window when it's impossible to manipulate the orientation of the objects in any intuitive way, instead bashing them against obstacles until they eventually magically right themselves in your telekinetic grip.
The second and more frustrating problem is that these puzzles have only one solution. This highlights the linearity of the game and makes the use of physics a joke. Why will a bunch of barrels supposedly filled with air or something lower the ramp, but gordon and the boat won't make the ramp budge? Why will the washing machine trick work but stacking debris does absolutely nothing? It comes down to being just really annoying lock and key bs. If your first inclination is to use the air barrels then I suppose the illusion is kept up. But if you had different ideas then the puzzles with constantly frustrate with their selective and sloppy use of physics. And yes, if something like the barrels weren't your first inclination then when you actually do solve the puzzle that way you feel like the physics puzzle is being shoved down your throat. Or like the game is basically screaming 'Physics Puzzle!' |
Pretty much sums up what has always been a problem with the Half Life series. The first was just walking down corridors with tonnes of locked doors until the corridor blows up adn the roof caves in and suddenly you can go through the air vent round the corner when air vents are all blocked off previously. Made the game feel woefully linear when its spending all the time trying to convince you otherwise _________________
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les meat

Joined: 17 Dec 2006 Location: The sea
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Posted: Tue Apr 20, 2010 10:49 pm |
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| idle wrote: |
| Portal's humor seemed fairly consistent to me. |
Consistent in being entirely unfunny _________________
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Wed Apr 21, 2010 12:38 am |
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| boojiboy7 wrote: |
| Mr. Toups wrote: |
| they were a little garish but they were mostly grounded in the story of the game (ie, they seem to be intentionally designed checkpoints in a shackled-together underground railroad that could quickly be broken down at notice)... |
How is that ramp effective as a checkpoint? Would the Combine just not be able to figure out how to do it? Or would they just, you know, get in their helicopter and fly past it? |
Fire support has limited visibility and mobility. Why didn't American helicopters and tanks find their way into Vietcong tunnels? HL2's Resistance is running an asymmetrical guerrilla campaign against a much larger and technologically superior force. In these cases light, mobile infantry is vital to root out the guerrillas but means exposing these vulnerable troops to the kind of damage that the guerrillas can actually do. The underground railroad that the player follows is specifically designed for the ultralight hovercraft that only the Resistance seems to have. Try driving an APC over it and you'd have a problem. Infantry might be able to get over it with a good running jump but then they'd be cut off from support. A helicopter could easily fly over it but there's no guarantee it could follow the route, marked out at ground level and dipping into and out of tunnels and debris, much less examine and search the route itself which is peppered with checkpoints and supply caches.
I mean, of course every element of a fictional world falls apart under close scrutiny (how'd they get this superheavy washing machine up there in the first place? do they have to put it back up there very time they want to use the ramp?), but the idea is that each one produces another bit of plausibility to fuel the atmosphere of the game. The fact that it didn't work on you I think is a testament to your myopia rather than the game's implausibility. _________________ Let's Play, starring me. |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Apr 21, 2010 1:09 am |
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The article's probably already been linked around here, but there was a bit written by one of the level designers for BioShock 2 who had gotten his start making stuff for Doom. He made an interesting point that first person shooters (specifically; this could really be applied to videogames in general that strive for realism) are not particularly well suited to the "realistic" angle of things just by virtue of requiring some pretty ridiculous stuff in order to even be fun.
So, here you have people arguing about tossing a washing machine as a counterweight to a ramp and why you can't do other assorted things that should work just as well and how these things that are supposed to add to immersion are really just thinly-veiled lock and key devices and etc. etc. etc.; if anyone starts complaining that Doom's military base setting had a completely ridiculous and un-functional layout that doesn't even begin to make any sense whatsoever, though, they're going to be accused of missing the point.
It's just as accurate to say "Doom's military base was laid out the way it was because it's a fucking videogame and you need to stop trying so hard to grasp for shit being wrong" as it is to say "You throw the washing machine in the pulley system to raise the ramp because it's something for the player to do besides combat and it helps break up the pacing of the game a bit and you need to stop trying so hard to grasp for shit being wrong." But, because Half-Life doesn't have the same level of abstraction that Doom does, suddenly the obviously video-gamey stuff sticks out a lot more and people begin tripping over it mentally. It's like a game design version of the uncanny valley.
This was one of the reasons Valve went with the cartoony look and feel of Team Fortress 2. If that game was more realistic, you start to ask a bunch of questions that don't have neat answers. Why are Red and Blue's bases within pissing distance of each other? Who are Red and Blue, anyway? Why is there health kits and ammo littered around the map? Why can the soldier rocket jump? How does the spy's cloaking system work? Why can the Scout double jump? How the hell is the Medgun supposed to work? Why are we confined to this one small area? Who's keeping track of all this shit, anyway?
That's all stuff that would have to be addressed in, say, a sci-fi shooter. The cartoony look adds that layer of abstraction back to it, so the answer to all those questions can safely be "Because it's a videogame". _________________
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Volnado
Joined: 19 Mar 2010
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Posted: Wed Apr 21, 2010 4:54 am |
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Enjoyed some of this thread, but it got stupid quickly when people complained about physics shenanigans.
Some people like playing what is ostensibly a fun, pulpy science fiction film that they like to "feel" they're apart of. Thats what the Half-Life games are, that's why its fun.
Who cares if its linear? The set-pieces are fun, the characters endearing, the world is fantastic, there's the slightest challenge to make you feel threatened, but otherwise its a breeze and that doesn't have to be a bad thing.
If anything its simplicity makes it easy to play it over again. I do at least once a year - its like popping on Star Wars for a spin. Maybe you don't like Star Wars.
Besides as it was mentioned earlier, the linearity has become a conscious allegory for a dialectics of freedom and constraint, not only present in the game's narrative, but intrinsically in the game design.
Actually all video games are very structured systems of control, Valve just emphasizes it as both a theme and a design principle. |
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CubaLibre the road lawyer

Joined: 02 Mar 2007 Location: Balmer
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Posted: Wed Apr 21, 2010 5:10 am |
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| DJ wrote: |
| That's all stuff that would have to be addressed in, say, a sci-fi shooter. The cartoony look adds that layer of abstraction back to it, so the answer to all those questions can safely be "Because it's a videogame". |
Yeah, I mean, I think everyone participating in this conversation gets it. Every piece of fiction is a pact between author and viewer: the way I treat myself means I demand x amount of suspension of disbelief; I promise I won't ask for more than that. The question is whether HL2 is successful at its suspension under its own terms, which in this case are more demanding than Doom's. Booji thinks it doesn't, I think it does. _________________ Let's Play, starring me. |
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Jam

Joined: 27 Sep 2007
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Posted: Wed Apr 21, 2010 5:21 am |
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Hey, this was the thread where I asked for those L4D multiplayer explanations. Thanks for putting those up guys. _________________ The King of America
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oh my god immaculate banned
Joined: 11 Mar 2010
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Posted: Wed Apr 21, 2010 5:56 am |
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there've been several threads where L4D's multiplayer has been explained in great detail (often in response to people that dismissed it without knowing what they were talking about)
but thanks for the dick post in a thread that you oh so dramatically vacated in order to avoid fights. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Apr 21, 2010 10:07 am |
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| oh my god immaculate wrote: |
| boojiboy7 wrote: |
| oh my god immaculate wrote: |
| Do you approach every videogame like this? |
When I don't like something, and a lot of people do like said thing, yes, I do take the time to figure out why. Whoops. |
Except that pointing out that something in a videogame doesn't work exactly like it would in the real world (even though it was closer than you were) doesn't mean anything. |
Except that the driving feature of the game is theoretically physics that work like the real world. So that when they don't (and I have no clue what "it was closer than you were" is supposed to mean), I think it is perfectly valid as a complaint about why the world is less convincing.
As with most times though, you only show up in KOP to argue. You basically function as James at his worst, except with less insults though magically saying less as well. This is not a virtue. If you (and others) don't like what is being talked about in this thread, you can leave it alone, just as you tell others to do. Choosing not to do so does not mean you ar some great arbiter of discussion. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Apr 21, 2010 11:49 am |
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| CubaLibre wrote: |
| The question is whether HL2 is successful at its suspension under its own terms, which in this case are more demanding than Doom's. Booji thinks it doesn't, I think it does. |
Yeah, this is pretty much it exactly, though I don't credit it to "myopia" the way you do, more to the "uncanny valley" type though DJ was talking about. Basically, as HL2 approaches being more "real" (as its physics are trying to), the (really fairly minor, despite my quibbling about them in this thread) inconsistencies of its "reality" when compared to what it is trying to simulate become more problematic for me.
What ends up happening with me and HL2 is that a bunch of minor problems add up to the game become just so-so, instead of the masterpiece it gets called. So I end up trying to figure out as specifically as possible what those problems are. This does tend to come off as me blowing those problems out of proportion, and I should say that each problem I have, if on its own, wouldn't be a big deal, but they work in tandem with other problems to make me generally not like the game.
As DJ pointed out, TF2 gets around this, in a very basic way, just by setting itself up as a cartoon, so when the physics in TF2 don't line up with the way physics work (like the double jump), it doesn't trigger any uncanny valley-ish feeling.
I think L4d actually does a pretty good job of this too, but mostly by working around the issues that cause the UV feeling in the first place. Though there are physics in l4d, and they can be used as part of the game (baracades and such), they are not specifically highlighted very often. The game doesn't make you stop and play with physics; it just takes them as a given.
Similarly, the AI of individual enemies (always a sticking point for me when I play HL2, especially since it came out post Halo) is not a problem for l4d because all the enemies are zombies, and all of them are relentless in their hunting you, so I never notice that they don't dodge bullets or grab cover, because they never should.
I also think the level structure of L4D, which implicitly acknowledges the "game-ness" in a way that is much less jarring than, say, HL2's loading bars (while performing the same basic function), helps avoid the valley as well.
The valley isn't just an issue for FPS designers, of course. The valley is even used to wonderful effect sometimes (Silent Hill 2).
Last edited by boojiboy7 on Wed Apr 21, 2010 12:16 pm; edited 1 time in total |
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DJ Shaman Analyst

Joined: 05 Dec 2006
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Posted: Wed Apr 21, 2010 12:04 pm |
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| boojiboy7 wrote: |
| I also think the level structure of L4D, which implicitly acknowledges the "game-ness" in a way that is much less jarring than, say, HL2's loading bars (while performing the same basic function), helps avoid the valley as well. |
I hadn't considered this, but I like it and agree with it. L4D and HL2 are, at the end of the day, at about the same point on the realism ladder. In one you have Zombie Apocalypse and in the other you have Extra-dimensional Aliens; neither of them take on the cartoony aspect of TF2, but Left 4 Dead directly acknowledges a lot of the stuff Half-Life 2 attempted to sidestep.
L4D2 takes this one step further; while you can't turn off the game-like design of the levels, you CAN turn off pretty much all of the rest of it with Realism Mode. _________________
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Wed Apr 21, 2010 12:13 pm |
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| DJ wrote: |
| L4D2 takes this one step further; while you can't turn off the game-like design of the levels, you CAN turn off pretty much all of the rest of it with Realism Mode. |
As soon as Valve has one of those awesome Steam sales on L4D2, you just made me buy it. Thanks. |
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