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Re: Substance & Design: "Konvention" [Re: PHeMoX] #76475
11/30/07 17:02
11/30/07 17:02
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You know my interest to expand the range of emotional impact of games which is currently very small compared to that of movies.

If one is satisfied by the given genres, then my suggestions wouldn't make much sense to him. He can take the conventions of the different genres as laws of nature.

I'm not satisfied with the given that's why I emphasis that they are conventions, and thus arbitrary.

The game developers most difficult job is create something surprising while he shouldn't confuse the gamer, but this is a task that he has in common with authors and script writers.
And, this task isn't easy to fulfill within the given genres and conventions, too.

I was looking for alternatives for loosing and dying in a game, because many young children cannot bear that.

Another reason to look for alternatives for that is, that I want to invent games which are not related to death, at all. Like many comedies.

Re: Substance & Design: "Konvention" [Re: Pappenheimer] #76476
12/01/07 02:53
12/01/07 02:53
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

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Joined: Mar 2003
Posts: 4,264
Wellington
Good point about dying, so maybe have it so the player has nothing to do with losing at all (no deaths, no penalties etc...) but have massive reward system for succeeding and random replay for not succeeding.

Something I don't like about games is the hold developers still have for genres which rely on death scenes for punitive solutions.
They have you enter the game as a pro warrior of some sort and then promptly sets about to kill you while limiting your choices!
At that stage, you should have no learning or earning skills at all as you are good at what you do so why not move on? I don't know.

I think this would serve to excite potential players today rather than the wasted effort of reaching a certain stage only to die because your too good for that stage (Freelancer comes to mind)

There is very little in the developer circles where your point is currently addressed but thanks for bringing it up, I hadn't thought about it at all but I should

Re: Substance & Design: "Konvention" [Re: Nems] #76477
12/07/07 11:23
12/07/07 11:23
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

reward system for succeeding and random replay for not succeeding




One could compare it to that of the society, to that of dreams, to that of an utopia, for developing it accordingly.

----

I didn't understand your example with freelancer, because I never played that game. I only know pieces of it, because my son played it a few days.

Re: Substance & Design: "Konvention" [Re: Pappenheimer] #76478
12/07/07 13:23
12/07/07 13:23
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
Death states with a 'game over' seem pointless, since we usually pick up where we left off.

Random replay for not succeeding, do you mean being set back to a random point in a previous part of the level?

I noticed in twilight princess, if you are not able to howl the musical pieces correctly over time, it adjusts the difficulty automatically to make things easier. Though some people might not want this to happen!

Re: Substance & Design: "Konvention" [Re: JetpackMonkey] #76479
12/07/07 17:43
12/07/07 17:43
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

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Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
@Pappenheimer
In Freelancer the player could very easily attain a good play system having mastered the simple key systems and so engage from an experienced 'pilot' point of view.
Successfull retaliation from attacks gives rewards from item drops and getting thru the attack.

The next wave increases its pace a bit more and if you manage to get thru then the succeeding waves pump up the difficulty should you remain to attend to it, and subsequently hammers the player (an interactive leveling up system for the battle only) and so you get wasted.

The point here from the designers view is that the player uses the defense systems even if they dont wont to.

Then...you jump thru a wormhole and just get scattered across the universe from the ambush parties each jumphole seems to support and if you dont use the defense systems (mines, counter measures)you are obliterated, so dam annoying!

Now I am so good at it It doesnt matter any more but at the time I was learning the system it became an aggravating addition that successfully tied me completely into the game in order to deal justice to the brutes who sit in ambush without resorting to counter defense systems.

All good yes, but not my idea of gameply.

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