"I've always felt that 'game over' is a state of failure more for the game designer than from the player."-David Cage
"Armor Lock is insane! It's super powerful! I love it!""I pick up the sniper rifle and I'm like 'This is it. This is totally happening. I'm about to rain death on the plebeians that I work with.'"- Luke Smith circa 2010
Quote from: Jono on November 14, 2015, 05:56:12 AM"Armor Lock is insane! It's super powerful! I love it!""I pick up the sniper rifle and I'm like 'This is it. This is totally happening. I'm about to rain death on the plebeians that I work with.'"- Luke Smith circa 2010oh my god is that legit?
"Sniping is cancer."-Michael Condrey (Sedgehammer Games)
Quote from: Thrasher on November 14, 2015, 04:06:47 AM"I've always felt that 'game over' is a state of failure more for the game designer than from the player."-David CageDavid Cage is a failure of the game designer.
It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly.
Quote from: Kupo on November 14, 2015, 06:18:41 PMIt'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly.Halo isn't set up to be a branching universe though. It's designed to follow a singular path.
"If I fired up a video right now and showed you the emotes, you would throw money at the screen."
the one true God is Doctor Doom and we should all be worshiping him.
Quote from: Radorekd™ on November 14, 2015, 05:52:15 AMQuote from: Thrasher on November 14, 2015, 04:06:47 AM"I've always felt that 'game over' is a state of failure more for the game designer than from the player."-David CageDavid Cage is a failure of the game designer.He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.
Quote from: Kupo on November 14, 2015, 06:18:41 PMQuote from: Radorekd™ on November 14, 2015, 05:52:15 AMQuote from: Thrasher on November 14, 2015, 04:06:47 AM"I've always felt that 'game over' is a state of failure more for the game designer than from the player."-David CageDavid Cage is a failure of the game designer.He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.Except he didn't do anything like that. Instead, he decided to remedy the 'problem' by making it completely impossible for the player to lose. You can play through BTS without pressing a single button during the action scenes and still win.
"But once you recognize the secret reason for her exposure, you will feel ashamed of your words & deeds."- Kojima
Rrrrrrrrrrrrrrrrrrrrrrrriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiddddddge Racer!
Quote from: J'onn J'onzz on November 14, 2015, 11:21:35 PMQuote from: Kupo on November 14, 2015, 06:18:41 PMQuote from: Radorekd™ on November 14, 2015, 05:52:15 AMQuote from: Thrasher on November 14, 2015, 04:06:47 AM"I've always felt that 'game over' is a state of failure more for the game designer than from the player."-David CageDavid Cage is a failure of the game designer.He's kinda right though. In plenty of games, 'game over' is just 'let's just hit rewind and try that again'. At least some GOTY games like Dark Souls or waaaaay back to like, World of Warcraft, change things up by giving you a new objective. WoW popularized what's known as a 'corpse run', where you have to find your body again to retrieve the stuff you lost in your previous life. It at least gives some sort of meaning to dying.Or, you know, a game like Heavy Rain where death is permanent and the story goes on without that character. It's a shit ton of work to do it right, but it's something worth pursuing IMO. (If we also consider GTA's 'Busted' screen a failure, Heavy Rain actually improves on that too, by having a special scenario play out if a certain character gets arrested--and another character has to defuse it.)It'd be pretty crazy to have a branching Halo 5 storyline where failing or dying as Chief means someone else (such as Locke) has to take up the mantle (no pun intended) of responsibility, and it changes Halo 6's story accordingly. Or, like, Mass Effect perhaps, where ME3 is drastically different if Shepard dies. It'd raise the stakes and force the player to live with their failure, and just be pretty goddamn great if the writers could ever do it justice.Except he didn't do anything like that. Instead, he decided to remedy the 'problem' by making it completely impossible for the player to lose. You can play through BTS without pressing a single button during the action scenes and still win.See, I never played it yet >.> But I know for a fact that Heavy Rain was nothing like that. He still has a valid point either way.
"Master Chief is still very much the hero of Halo 5. Play time between Osiris and Blue Team is 50/50" -Frank O'Connor