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 > > > > > > > > > > > > > > > > > > > > > > > > > > >