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Everything posted by OssK
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Well, I still liked how it remained an enigma FPS... Few games really do this.. .I feel like HL e3 should do more of the enigma stuff, I so fucking enjoy it
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"Diss games and a tuna will blow your way" -IGN.com
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Habirth Pyday Yufster ! May life shine on you... yeah I'm feeling the gospel within me today...
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"This game tuned my egg, hey !" -IGN.com
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What did you people think of Prey ?
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Are them damned souls licking his demon tits ?
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it's passed so you should say FinisheD oops, did somebody made that joke already ? Damn that must have been a funny person...
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"This game curled my genital hair" IGN.com
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It reads "Douché" which means showered in french... Or maybe it's a new word you made up "Douché" to someone who just made another human being apear as a douchebag...
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"It's 8 times worse than 10Mo RAIDER" -IGN.com
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Ossk Elmuerte, you're not getting it. You used the numbers in a semi l33t fashion. Instead you should replace a completely random letter so that it makes no sense at all. eg: Dan9é;s In6ern1
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Oh damn, am I a dumb person, I just happened to slip from my mind that there are 10 figures in arabic characters and 26 letters in the roman alphabet, I found myself pretty imbecil when I realised that in Dante's Inferno, Go to Hell I was actually missing a couple symbols and could not figure out why...
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69102's 3950799 That was Dante's inferno by the way
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Marketing must have misinterpreted an idea from a fan letter "Thief 2 was awesome, for the third one you should call it Thi3f !" And guys in the marketing dept went "oh, good idea, but we already have the patent for Thief 3, I guess we'll just do it for the next one" !
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God of W4r coming up Resident3+3vil
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My guess would be that what you described is exactly what they tried to do, but as you try to diversify your game, characters do specialise and are more effective in one kind of quest resulting in low-profile (if not full scale) exploit : If you're better against swarms of creatures, there is simply no way you'll ever get into a troublesome quest for you... so you just spec all the way into something and quest exclusively on that peculiar game spot, on the long term, specialised specs emerge, some for which the cost-reward ratio is high (for instance, characters that are specialized in big boss battle action can earn more <insert here reward currency> in one single quest than others for an equal amount of difficulty so every swarm-spec'd and average-monster-spec'd will do a boss-spec'd character) The richer and more complex the system, the more flaws it shall allow, so if you build it out of pre-made blocks, the emergence* will be hard to create if it were ever to come... and only by making a fucking huge amount of function-blocks could you provide enough content for the quests to be not-exploitable... Of course this does not resolve the specs dilema, what would however are limitation mecanics (you have to pick at least one fetch+one boss+one swarm items (and each one has a cooldown so you can't pick the same again) to make a 15 minutes quest but it's of course much more valuable on a time/benefit ratio than a 5 minutes fetch quest). To me, time ought to be the major common ground to all these quests, that way you can always find easier quests for your character but at least everybody spends the same time. Difficulty can be included as a weighting mecanic but time's really my focus on that subject. *hmm... Game Design term here, does everybody know the technical meaning of that word ?
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Oh fuck that thing is great, we should make more IGN quotes on there... 3736,2084,2852,3352,76,84,15460,8192,12440,18600,12488,7168,8440,7232,63648,43008
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Well, it's already been like that between publishers and reviewers in my small game journalistic experience.
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Very interesting link there thank you. My humble take on the matter would be that you'd have to implement a really borring quest generator based on time to have it work. You pick from 10-15-30 minutes quests (that you don't explicitely name that way) then pick the type (fetch, kill, carry, fuck with etc...) then pick two points at a given distance from one another on the world map etc... Only by making tools narrower can you lower the exploitation of such a UGC IMO. Then you'd have to think real hard to get enough content into your generator for it to be emergent but always keeping in mind that it has to stay very formated for it not to be over exploited. You could make a similar tool of quest making and instead of giving it to the players, let the developpers play with it, that way you can rapidly implement quests in the game not worrying about players exploiting it. And if you're looking to find out why Eskil Steenberg is wrong you need only read what he said on the matter to find out that not everybody has 5 years to come out with a game like his and not everybody is skilled enough. Now Love does seem cool but it's not the best game in the world that's pretty clear, so if hiring game designers makes better games than LOVE, we should definitely do it more often...
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Actually I forgot to mention it but your art cover is pretty neat technically Spindrift, did you make that art happen ?
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In conclusion to this whole post, we should switch to a five stars rating system. (ref inside)
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Yeah right, if you were spending every second of your working life on a game and some guy who hardly played it was to ruin the chances you had to get players from outside your niche... I bet you would hardly say the same... It's probably more about being objective: has the game had a fair treat ? I could very well be shity but you'd have to admit one person's opinion ruining the sales for one game is hard to take when you're the developper.