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News Thread: Hear Ye, Hear Ye

 
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cake



Joined: 11 Aug 2009

PostPosted: Sun May 15, 2011 5:09 pm        Reply with quote

Is there a way to change your account name?
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cake



Joined: 11 Aug 2009

PostPosted: Tue May 17, 2011 7:17 pm        Reply with quote

SuperWes wrote:
Dark Age Iron Savior wrote:
SuperWes wrote:
parker wrote:
There isn't any online play to LA Noire

GOOD!

I had just assumed based on GTA4 and RDR that they'd throw something similarly pointless in there.

-Wes


how is the multiplayer of GTA4 and RDR "pointless"? Because you didn't use it?

I tried both. If you take the "running toward the action" part of all online games and place the action several miles away you've got Rockstar's online games. This felt like a waste of time to me. No, I didn't play them very long, but this was my basic experience.

-Wes


I found a lot of interesting experiences in the GTA IV multiplayer. I feel a lot of the suggested games were broken in various ways (mainly to do with lag & the deadliness of the gunplay) but a lot of fun could be had by messing about in the sandbox. I don't think the single player game would have been much improved by taking the resources used for multiplayer and diverting them to the main game. I am basing that reasoning on:

1) Some parts of the game engine still work the same as they did in GTA 3. For example, the second-to-last car you drove mysteriously disappears a lot of the time. If they haven't fixed that in like 7 years then a few more people aren't going to help.

2) I believe that netcode was already present, but non-functional, in GTA 3 (could be wrong on that) so it probably wasn't like they had to rewrite the whole thing. That statement probably makes some network programmer somewhere angry, but FUCK YOU for all the times you joined me as a spectator to a race already in progress.
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cake



Joined: 11 Aug 2009

PostPosted: Sat Jun 25, 2011 6:27 am        Reply with quote

internisus wrote:
I've read before about thatgamecompany's struggle to choose between motion-based control and traditional right-stick control for Journey's camera.


unless they need the stick for something else, i hope they option it. the sixaxis control of Flower made it hard for me to play, and i always ended up wishing for a tight pad control scheme whilst playing.
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cake



Joined: 11 Aug 2009

PostPosted: Sun Jun 26, 2011 12:10 am        Reply with quote

remote wrote:
Flower's floaty controls are kind of perfect for, uh, moving flower petals around with wind. Why would/should that be something you can control "tightly"?


Flower feels like, and makes most sense as, a chill out game. Just flying around is fun, to start with, and flying fast is more fun. There are no time limits, and no substitutions. Once the initial joy abates, however, the game offers lines of flowers as challenges, with the implicit goal of touching all of the flowers in a line in a single pass. One line often leads onto another, suggesting that the player should move from one to the next in quick succession (certain parts of the game make this explicit by forcing the player along one-way channels at speed). Repositioning oneself to the start of a line or lines can be time consuming. Visual feedback of touching a particular flower is only produced the first time the flower is touched, meaning that it is difficult to gauge if a second pass is more successful than the first. Levels are made of sub-sections, and can last for many minutes.

I am now at some distance from the chill out game I started with. The (implicit) challenges of the game require accurate controls. Even if challenges weren't provided by the designers, accuracy would be preferable, as after flying fast, it's fun to attempt accurate manoeuvres at speed.

I haven't spent enough time with the sixaxis to justify my suspicion that it can't produce the same accuracy as the sticks (after all, some WipEout players used to swear by NeGcons), so perhaps I'm just frustrated at having to learn a new input system. But it means that I haven't replayed Flower much - I found collecting the flowers more tiresome than just flying around, and my inability to collect them at speed makes the thought of trying again unappealing.

Also sixaxis control makes it hard to play if one is unable or unwilling to sit up straight.
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cake



Joined: 11 Aug 2009

PostPosted: Sun Jun 26, 2011 11:39 am        Reply with quote

internisus wrote:

I don't know that I would go so far as to say that I want the option to play it using an analog stick, however. As I said earlier, I find the steady panning movement of current stick controls to be stiff and ugly. Again, I don't think lack of precision would be an issue if the motion controls were used only for the camera, as they will be in Journey.

I've either never noticed problems with camera controls, or I've got used to them over time. It's one of those things I assume will be vaguely the same in any game I play, and deviance from the usual scheme causes disruption (which is why lots of games have Invert options). In most games, this is a problem because it will come at the same time that the player is trying to learn several other controls specific to the game.

I'm glad that thatgamecompany is trying something different, if only because this has made me wonder how much 'standard' controls canalize what a game designer can produce. As a player, however, it's quite annoying to play two similar games with slightly different controls - standard controls exist to make life easier for the player. I don't mind weird control schemes at all, but if the game is representing something familiar from other games it seems polite to discretely offer the player the choice to change to a more familiar scheme.

On the other hand, Chen suggests that changing the controls can emphasize the difference between games which initially seem alike. Restricting and altering controls can modulate the player's experience of a game, but the designer has to be careful not to leave the player feeling disempowered.

More generally, I feel it's important to leave space for the player in a game, and I hope Journey doesn't control the experience too tightly.
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cake



Joined: 11 Aug 2009

PostPosted: Wed Jun 29, 2011 10:49 am        Reply with quote

i really expected him to switch to a pistol.
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Joined: 11 Aug 2009

PostPosted: Thu Jul 28, 2011 10:07 pm        Reply with quote

At the new 3DS price, will Nintendo still be selling the console for a profit?
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