I finished Fallout 3 unlike Oblivion, but didn't the enemies scale in that game also? I don't remember there being anything to fight except super mutants and robots and it was always a blasted wasteland environment. The one thing that really bothered me about the game is that I spent more time with the inventory system than fighting or adventuring. --- On Mon, 6/29/09, eric drewes <figarus@xxxxxxxxx> wrote: > From: eric drewes <figarus@xxxxxxxxx> > Subject: [project1dev] Re: immersion in games > To: project1dev@xxxxxxxxxxxxx > Date: Monday, June 29, 2009, 8:48 AM > 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 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >