[project1dev] Re: immersion in games

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 29 Jun 2009 11:48:48 -0400

i disagree a lil bit on fallout 3 being oblivion with guns... on the surface
they are very similar but I think there is a huge fundamental difference -
because of oblivion's sliding scale on monsters/treasure, there was never a
sense of accomplishment or getting stronger and everywhere you went there
would be the same monsters and treasure, etc. so it sort of neutered the
exploration factor... in my opinion... :P

oblivion should have been the greatest rpg of all time but one flaw in their
design COMPLETELY ruined it for me

On Mon, Jun 29, 2009 at 11:43 AM, CiD <screamingdazeez@xxxxxxxxx> wrote:

>
> Yes, I still have it installed on my computer.  It's so cool to have a
> creature attack you which triggers my music selection and starts playing
> AC/DC!  It was fun, but I never finished it.  Fallout 3 was extremely
> similar.  Oblivion with guns!
>
> --- On Fri, 6/26/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>
> > From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> > Subject: [project1dev] Re: immersion in games
> > To: project1dev@xxxxxxxxxxxxx
> > Date: Friday, June 26, 2009, 1:47 PM
> > Hey Sid, did you play
> > oblivion?
> >
> > What did you think about it?
> >
> > On Fri, Jun 26, 2009 at 11:15 AM,
> > CiD <screamingdazeez@xxxxxxxxx>
> > wrote:
> >
> >
> > That's a good goal to strive for when designing.  I
> > believe role playing games do this best when there are
> > consequences to your choices and actions.  Mass Effect
> > really nailed this with subtlety by forcing you to deal with
> > every word you said.  For example: if you threaten someone
> > who is tough as nails and your skill in that style is not
> > high enough you lose out on the opportunity for a dozen more
> > dialogue lines and experience points and may even fail the
> > quest (if it's a minor side quest).
> >
> >
> > I have played Mirror's Edge.  Although I never felt
> > any emotional attachment to the game on any level, it was a
> > fun little first person jaunt through the rooftops of a
> > city.  I never felt like being an achievement whore so I
> > skip out on a lot of those achievements not built into the
> > game for in game rewards.
> >
> >
> > --- On Thu, 6/25/09, Chris Riccobono <crysalim@xxxxxxxxx>
> > wrote:
> >
> > > From: Chris Riccobono <crysalim@xxxxxxxxx>
> > > Subject: [project1dev] immersion in games
> >
> > > To: project1dev@xxxxxxxxxxxxx
> > > Date: Thursday, June 25, 2009, 2:41 AM
> >
> >
> >
> > > This is a nice short post about how a
> > > person felt while playing
> > > Mirror's Edge.  I've never played the game,
> > but a few
> > > things I've
> > > heard about it sounded kind of interesting.  I
> > don't
> >
> > > plan on playing
> > > it, but this particular experience is really
> > something
> > > important in
> > > games, and it really reminded me of what we're
> > trying to do
> > > here.
> > >
> > >
> http://www.gamasutra.com/blogs/MartinNerurkar/20090624/2102/No_Murder__Mirrors_Edge.php
> >
> > >
> > >
> >
> >
> >
> >
> >
> >
> >
>
>
>
>
>

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