Game Breakers
1up is running a feature looking at some not-so-fun design decisions that have been made in games over the years. "Innovations" like pits, spawn points, and long FMV sequences are just some of the choices they take to task here. From the article: "Rumor has it that videogames are not, in fact, movies. This might seem obvious to anyone who plays them, but the entertainment industry — and even a few game designers — have yet to comprehend this. Developers like Metal Gear's Hideo Kojima insist on cramming their games with cut-scenes that are often inscrutable, occasionally entertaining, and almost never interactive. Sometimes, you can't even press the Start button to skip them."
I think the article has much of this spot-on, especially regarding interactive cut-scenes. I have thought for a while that cut-scenes should be more interactive, ala Jade Empire. However, this is a primary theme of Jade Empire. Games need not be so focused on this aspect, but it certainly does not have to be as linear as it is today. Inability to skip past these (or worse - having to wait for them to load even if you *can* skip past them!) is completely unacceptable.
While I am not a huge fan of "spawn points", I definitely see why they may be somewhat necessary. However, in many of these games, they are WAY too few and far between (looking at you, Metroid Prime), to the point where if you die, you end up having to replay 20 minutes to get back to the point you were at before. Other games, however, like Resident Evil IV for the GameCube, has save points/spawn points every few minutes, or after ever action sequence. This is much better.
I would still prefer to be able to save at any time that I like, but if not, please, for the love of god, don't make the "difficulty" in the game be in that you have to get through 20 minutes of gameplay otherwise you have to do it all over again. That's no longer fun, and the biggest reason why I never completed Metroid Prime.
All that said, some of the points brought up in TFA are just complaining for the sake of complaining. Complaints about being able to perform grotesque actions on your opponent in the middle of a fight is very game-specific and limited, and not any sort of common flaw. Add to that the complaint about "pits and spikes", which were largely a result of the limitations of 2D sidescroller gameplay and platformers (in a way, it's almost part of the definition of the genre, at least in the 2D realm). It doesn't make the game not-fun anymore, unless there is a need for utterly perfect execution for you to be able to complete the game.
A community-oriented lyrics site
I don't understand why you're complaining that Metroid Prime didn't have enough spawn points. I had no problem completing the game (even on Hard difficulty) with the amount of save points it had. Perhaps you just suck at it? (Just kidding) Mostly I just got in the habit of saving when I was near a save point, whether I really needed to or not. Perhaps I'm just more patient?
At any rate, I wouldn't use Metroid Prime as an example of insufficient spawn/save points. I'd go more with something like Zelda: Majora's Mask, where there are very few save points (5 or 6 in the whole game IIRC) and saving requires you to quit (unless you go back to the first day). Oh, and starting from that save point deletes it, too, I think. That's just a pain in the ass. I liked the way OOT did it better, where you could save anywhere, but there was generally a specified spawn point for each "area".
Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
If you want to see how cutscenes should be done, play through Half Life 2 and HL2: Episode One. Pay attention to the commentary in EP1. They addresss how they specifically create "live" cutscenes at several commentary points.
One example is early in EP1. As you approach a T intersection from the south, they have a lone soldier firing at you far off to the right. You can easily pick him off, but then your attention is forced to the right side hallway and a realtime event: a gunship in its final throes, banging into the walls and crashing before exploding. Bam, there's your cutscene, entirely done without even removing control from the player.
ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
Cut scenes have become so bloated and overused, that I no longer look forward to them. Think about that.. when they first were introduced, they were awesome, but now they are not so awesome. The biggest culprit in my mind is Square-Enix. Valkyrie Profile 2 was very entertaining, but the cutscenes were miserable. They were slow, hard to watch, and every one of them began with an "artful" panning from some beautiful landscape that was meant to make you say "wow", but pretty much left me gnashing my teeth. As much as I did not want to watch them, I aslo did not want to miss any story components.
Yeah. I never beat Battletoads either...
Cut-scenes were the best. Interactive. Live Acting. Hilarious.
Another good example is Dark Forces: Jedi Knight.
I get that hiring actors, filming, putting it onto removable media is expensive, difficult and time consuming. But it really adds to the game, and if you are going to be spending money on a high end game, you should make it so the cut-scenes flow well with the gameplay and if you are going to have a lot of cinematics, make them interesting and interactive. Make sure you get the player interested in what's happening.
For those of you who haven't played wing commander 3, the cut-scenes were done by actors. Often, in the middle of the scene, it would pause and give you a choice (similar to KOTOR). These choices actually affected what would happen later in the game. Certain people would die, you would fly different missions etc. For more information: http://en.wikipedia.org/wiki/Wing_Commander_3
To understand recursion, one must first understand recursion...
I'm sure that I suck at the game, and you are indeed probably more patient than I am (I seem to wander around endlessly before figuring things out in that game - maybe I'm just not in the right "mindset" for the game), but I'm not the only one that has been frustrated with the amount of save points in Metroid Prime: http://www.google.com/search?q=metroid+prime+save+ points
A community-oriented lyrics site
Therefore, it sucks out loud. Guess what? You couldn't tell the story of any single Metal Gear Solid game released as a theatre length movie without botching it for time restraints.
Seriously - it's a great game and all, but apparently the solution to ALL of these problems can be found in The Elder Scrolls III: Oblivion? Is it a coincidence that their (evil) intelliTXT is underlining "The Elder Scrolls III" everywhere...
henry -- the human evolution news relay
If you'd like to check out an old school game with great story line and cinematics try Legend of Dragoon for the PS2. To this day it is still on of my favorite games.
"No doubt one may quote history to support any cause, as the devil quotes scripture." - Learned Hand
Obliteracy: Words with explosions
"that have been made in games over the years. 'Innovations' like pits, spawn points, and long FMV sequences are just some of the choices they take to task here. From the article"
Yes, games would be so much easier without pits, walls, terrain obstacles, bad guys, and ammo limits. Oh, and they should ship them with godmode defaulted to "on".
Where were you when the voynix came?
This article has touched a sore spot for me, so I'll post an article I wrote a while back that discusses this very issue, but focuses mainly on First Person Shooters. Unfortunately, it's just as applicable as when I first wrote it...
I'm a fan of good first person shooters, rare as they may be. One of my favorite video game pastimes right now is playing James Bond: Nightfire for the GameCube. I just set myself up in multiplayer mode with six bots (all Snow Guards) on the Skyrail level and blast away in 'professional' mode. That's pretty much the only way I play the game (I don't even think I've finished the single player portion of the game). Sadly, the game lacks a good mix of automatic weapons. Oh how I miss the good old AR44 and RCP90 from the N64 game Goldeneye.
As fun as the game is on my regular setting, it does get a tad tiresome. You know you've played a FPS too much when you start using a pistol to snipe while on the run (it is, however, quite satisfying getting a good sequence of one shot kills with the Raptor .50). But it was hen I started using one of the game's only automatic submachine gun set on semi-automatic mode to snipe, I knew it was time for something new.
So, my brother and I go out and rent GoldenEye: Rogue Agent on the weekend. *sigh* I'll forego describing its major shortcomings and rant about the state of the FPS genre on the console.
Okay. Here is how the video game industry should be: find out what is good about a game in a particular genre, then include that feature in every subsequent game. There is absolutely no excuse for multiplayer mode in a FPS shooter not to have every single one of the following features:
Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
HL2 cutscenes are fairly nice. Well acted and interactive. BUT they take FOREVER and there's no way to skip through them when you're playing through for the seventh time to get ready for the release of Episode 1+2.
Guild Wars does a nice job on the "Skip>>>" button, but everyone in your party has to hit it in order to skip. The scenes are important to the plot and just plain beautiful. An addition to that with NightFall is that characters' mouths move. Alas, they are cinematic and not intereactive. Oh well.
If someone could mix the two.. it'd be hot.
It's been a while since I've played, so maybe I'm just forgetting any frustrations I had with the save points. I do remember them being more of a pain in Echoes than the original. However, IIRC, in both games no matter where you were going there was always a save point a few rooms away. Though, in Echoes, because of the Ing just phasing in whenever the hell they wanted, some of the save points were more of a pain to get to than they were worth. I don't know, I just don't see the Metroid Prime games as examples of where this was done wrong, just where it could have been better. But that's just a matter of opinion, I guess.
Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
I dunno.... Metroid didn't seem to troublesome for me although on Hard I died probably a dozen times (each) on the Omega Pirate, Meta Ridley (sp?), and Metroid Prime (or whatever the final boss is called).
However, if you want to talk about save points being few and far between, always point to Turok 2. That game was fucking ridiculous like that.
Yet Another Bitch 'n Whine Article.
Funny, I thought that tag line at the top, "news for nerds, stuff that matters," had something to do with what is posted to slashdot. Serves me right for making an assumptions like that.
As a guy building an FPS game, I'm curious as to what sorts of things should/shouldn't be done in an FPS.. any thoughts on that?
I've already virtually eliminated the HUD, it only shows things briefly when they change, unless you hit a button to bring it up, except for ammo holdings, which since we're using realistic weaponry, I really haven't come up with any other way (we could make that disappear too if you haven't fired in a while, but I see that leading to a lot more complaints).
"Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
Rumor has it that videogames are not, in fact, movies.
What? You don't recall that three-hour Yar's Revenge? It won't, like, seven Oscars, dude.
If Nalgene water bottles are outlawed, only outlaws will have Nalgene water bottles.
Yeah, it can be abused but it's such a chore saving every 2-5 minutes and saving to multiple slots just in case you've worked yourself into a that's impossible to get out of. I don't know about you but I have trouble with this save system because I'll load a game, play for an hour, DIE, and realize I haven't save my progress at all.
In the sequel, Content Breakers, they explore ways of making your website innavigable.
It includes such design decisions as: splitting your content onto 8 seperate pages when one would have one.
PS2 is "old school" now?
This poo is cold.
One of the main things I liked about RE4 was the interaction during the cutscenes. You had to press certain buttons in the middle of cutscenes in order to affect the character either way. Really good for late night playing. Otherwise you pass out during a lengthy cutscene.
--MaxPowerDJ
Finally! An article that explains how I felt when I played the expansion of Incubation. I loved Incubation itself, so I was looking forward to the expansion... turned out that they changed gameplay so dramatically that I hated it after the first level, tried to force myself to continue, remembering how great the first part was, but I just couldn't. To this day, I never played it beyond level 3 or so.
What was the change? In Incubation, you could always react to the enemies and single mistakes, while painful, were not ultimately fatal. In the expansion they added spiders that spawned ("crawled out of sewers") close enough to your team to reach it on the same turn and that sprayed poison that insta-killed everyone in all surrounding fields - with bad luck, half your team. A single mistake, such as not setting enough people on guard, suddenly meant game-over. Since everything else in the game had more or less stayed the same, that one thing totally broke expectations and learnt behaviour.
So, what are gamebreakers? When the game behaves inconsistent with regards to itself. When things suddenly work or stop working without a convincing reason. A game that mixes cinematics with gameplay in a consistent, well-done matter is no problem. A game that has no cinematics at all, and then bores you with 10 minutes of movie near the end sucks.
Assorted stuff I do sometimes: Lemuria.org
Hey asshole, how about you go buy games that don't have cutscenes. There's enough to go around. I hear Lumines is pretty cool.
Anyone who picked up a Metal Gear game in the last decade and was surprised to find lots of lengthy cutscenes, obviously doesn't know very much about what they're buying.
Why is it that everybody has to sound off about this, when it's really easy to just buy games that are not story-driven.
To review:
You didn't get the memo?
Someone forward him the memo.
"No doubt one may quote history to support any cause, as the devil quotes scripture." - Learned Hand
While I am not a huge fan of "spawn points", I definitely see why they may be somewhat necessary.
Not so sure about that. Remember the old Larry games? Ok, they were adventures and not FPSs - but one thing that was great about them was that it was very, very hard to get a GAME OVER result. If you made a Big And Horrible Mistake, you were ridiculed, punched and abused - and put back in the game about where you left off, so you could continue and try again.
Assorted stuff I do sometimes: Lemuria.org
Man, I forgot about that game. That was fun; it was all about the amputations! :D
Aw crap, ninjas!
PS2 is not old school.
Regular Meta Moderators are not more likely to get mod points.
The Metroid Prime re-spawn-every-time-you-enter-a-room effect was simply taking the concept from ALL the OTHER Metroid games before. In every single Metroid game the enemies re-spawn when you enter any room.
No, but Legend of Dragoon is. It was released for the PSX.
Or, you could stop to actually read my comment and realize I said 'old school game' and was, in fact, not referencing the PS2 as 'old school'.
Is it too much to ask you actually read what I type before you flame?
"No doubt one may quote history to support any cause, as the devil quotes scripture." - Learned Hand
Was talking about the lack of/distance between save points, not enemy spawning.
A community-oriented lyrics site
1. In-game ads that detract from gameplay. Acceptable game for placement: Gran Turismo Unacceptable: City of Heroes
2. Microtransactions. Don't nickle and dime us to death and don't scrape content that should have been in there initially *cough*horsearmorlumines*cough*
3. Grind. See WoW, EQ, and BF2142 as perfect examples of why grind sucks.
4. Limited custimization of controls. See the new Zelda on the Wii as a perfect example. I'm left handed...they just totally lost me as a customer.
5. Releasing games that should still be in beta. Too many examples to list, but I should NOT have to pay you for a buggy game.
6. Camera angles. If your game requires such precise cinematography in order to prevent me from dying constantly, make sure it doesn't make me puke, and make sure that it actually enhances the gameplay.
7. Don't charge me $60 for what is essentially a mod of your existing engine. EA, i'm looking squarely at you and BF2142 on this one.
Buy Steampunk Clothing Online!
Is it too much to ask you actually read what I type before you flame?
You're new around these parts, ain't ya?
I'd rather light a candle than complain about the dark.
Yeah, you're a gringo. Well, welcome to Slashdot.
Dedicated Cthulhu Cultist since 4523 BC.
oops, my bad. i read that whole post... but equated "spawn points" with enemies re-spawning. MOD ME "F--" FOR DUMB! ;)
-- revlayle
That wasn't a flame. I was responding to your second comment. Don't get all upset.
Regular Meta Moderators are not more likely to get mod points.
Leisure Suit Larry!? They were renowned for letting you play on for hours in unwinnable situations, simply because you didn't (IIRC) get the jar of pickled eggs from the bar on the third floor of the cruise liner. Sure, they weren't as kill-happy as the Space Quest games, where any false move got you killed immediately, but you still died all the time.
Nothing compared to the Secret of Monkey Island where there's only *one* way to die in the whole game, and it's very obscure (bonus points for guessing it). This made the game great - you could try anything without fear of dying (USE "Stylish confetti" ON "heavily-armed clown" comes to mind).
henry -- the human evolution news relay
A game loses significant amounts of challenge and enjoyability if you can just pick up where you left off at any point, or retry from the same point hundreds of times, if neccesary. But that's just me.
This sig isn't original enough, it's time to come up with something witty...
It all kinda depends on the person and the game now, doesn't it? Eternal Darkness let you save anywhere (provided there was no enemies in the room) but I still would end up playing on and on without saving only to die and lose all that progress. If someone wants to ruin their experience by saving every 3 minutes, who cares? It's the same with cheat codes.
Is there anything wrong with letting players play the game at their own level even if it does mean spoiling the gameplay experience? Can't we stop with all the god damn hand-holding after the training level?
If they can't get into the gameplay but still want to experience the story, does it really matter?
The worst that'll happen is a game with utterly shit gameplay but has a good story will get propped up in sales.
The Idea behind Majora's Mask, like many other games, is that you only save when you want to stop playing. Dieing only made you start from the last door you entered. Same goes for OOT. Saving was only a waste of time.
The beef that I have (I'm looking at you EA) is at the end of the Op's statement: Sometimes, you can't even press the Start button to skip them. Why God, can I not simply press a key to skip the scene?! Nothing infuriates me more than having to wait through a scene that I've seen repeatedly (oh, I died and have to continue this level for the 8th time but first must spend the three minutes watching teh same thing) and not doing what I bought the game for: playing.
Sure, I love cut-scenes and movies in games, they're a great way to convey a story. Games such as Resident Evil, Warcraft, and the Final Fantasy series all have beautiful scenes that I look forward to. But give me the option to not watch it when I want.
Did I mention I hate EA especially for this?
Inherintly, no. But like I said. I think the feel of a game like Metroid Prime required you to have long periods between saves. It has a lot to do with the energy recharge, but it really adds suspence to a game where you're on your own, no way out, and what you've got is what you've got. Basically, 'You're on your own, please don't die.' Metroid and Turok can be put in the same category as Silent Hill and Resident Evil in this way. In all these games, you have to venture out, survive, and find shelter if you want to save.
Where as if you're playing MGS or DOOM3, you've got people occationally on the com (well, always on the com in Metal Gear), so saving at any point doesn't take away from the survival aspect, you've got buddies (though they dissapear in Doom3). Not so with Eternal Darkness. But that game remains creepy if you're able to save or not.
But I may be missing your point because your comment seems a bit ambiguous.
This sig isn't original enough, it's time to come up with something witty...
A key to making an enjoyable game is to watch other people playing your game. You and your development team should already be playing constantly, obviously, but you need unbiased feedback to see the real effect of the changes you're trying.
When you have a playtester, watch them play, but don't teach them, answer questions, or comment on what they do. Let them struggle their way through the game like a player would if they bought the game. While they play, take notes on what they do. Do they appear confused? Do they miss important feedback from the game? Are they using all the weapons they currently have? If there are puzzles in the game, how long did it take them to figure them out? If they failed, how many times did they try before giving up?
Of course, if they get really stuck, or encounter a bug or an unfinished section of the game, step in to help. If it's not a bug, don't tell the player they screwed up, however. Just tell them you're still working on that and move on. The fact that the player got stuck is not their fault--it's probably a design error. You can usually tell if you get a few more testers. If it happens more than once, it's probably worth changing, possibly even removing that part of the game.
After they're done, walkthrough their experience with them. Ask them non-leading questions. Ask them what they were thinking at different parts of the game. Again, don't tell them they did something they weren't supposed to--get information FROM them. You need to know whether they were understanding what they were doing while they were playing. Also, ask what were the high points and low points of the game (note: asking if they had fun is usually pointless as most playtesters will feel gratitude for being able to play and won't want to hurt your feelings). Did they ever feel lost, or not know what they were doing? Ask them to describe how the HUD works, and what the guns did. To find out if they noticed how the HUD works, ask them questions that reveal their thinking--"Did you ever feel like you were low on ammo?" could reveal that they never knew how much they had.
The important thing during these playtests is to not taint them by giving the player any information that could alter their honest reaction. You want to see how a player who just bought the game would experience it.
Don't be afraid of showing the game while it's ugly. The most important thing is to get feedback early so that you can make changes easily. It's best to know early on if your game is boring.
Remember not to take things too personally when people just don't like some part of your game. You may have a "vision" that you want to create, but ultimately you want an audience. Watching others play your game should be a humbling experience. When things don't work out, it's not a disaster, and it's no one's fault. Take the lesson learned and use it to make things better. The nice thing about a playtest is that there can't be much arguing about the results. If the players keep hitting their head on some problem, it has to be fixed, no matter who's favorite feature it is.
Hope this helps
And just stand there while the other human players shoot him, right?
Of course it's an option to drop the weapon. You complain about lack of fixed gun emplacements, but then you complain that the heavy guns are slow to carry. Just use the gun close to where it spawns.
Even when the other human players are waiting (im)patiently for the player with controller 1 to finish taking fifteen minutes to set everything up?
Because a rental is a potential lost sale.
Is it acceptable if this code is different for each console that you use the game disc on?
Actually, it's not your bad, it's the OP's mistake. You actually had the idea that the article actually referred to. The OP got the wrong idea with what sort of spawn point the article was speaking of.
Remember, open source is free as in speech, not free as in bear.
Oh? I got two game series that say otherwise: System Shock and Thief. If there's any games that really took the whole "you're on your own, no way out, and what you've got is what you've got" and ran with it, it's System Shock 1 and 2. Thief does it to a degree since you're really unable (often by the mission rules) to kill any enemies. You can sometimes but mostly you're stuck just trying to knock them out.
The problem (termed used lightly mind you) with Metroid is that the closest save point before a real difficult area is often half dozen to a dozen rooms away. Not the most terrible inconvience but fighting your way to it again and again is just one of those frustrations (like being forced to watch a cutscene over and over) that can be done without.
In my mind, I see only two types of save systems. One for the standalone level (think Super Mario 64 or GoldenEye) that lets you save upon success. The other that lets the player save any where (when not in combat) and saves automatically after certain areas (such as bosses or long cutscenes but those should always be playable from a menu anyway like in Eternal Darkness). Well, ok, three but the it'd be similar to the first: Sports style games where multiple plays are required (Gran Prix, a full game of football or baseball, etc.).
Yup, Oblivion was a very wierd game.
Deep and shallow at the same time.
Starting to play it, you get that 'wow' effect as you see the graphics and what, at first, seems to be awesome gameplay. Then it starts to dawn on you that the graphics are pure bling and the game has nothing more to offer than bling.
For me it was sneaking through the forest and coming across a band of brigands up to no good.
They hadn't noticed me and were engaged in the sort of conversation that you get... what I realised
was that these goons were having *exactly* the same conversation in *exactly* the same *voices*
as I'd heard a million times before in the Imperial City!
You even hear these same voice actors speaking the same lines in a dungeon full of *vampires*.
Weak, dude, very weak.
And don't even get me started on the levelling.. I specifically created a character and custom class with primary skills that I was never going to use (except to level). It felt really lame.
In the free world the media isn't government run; the government is media run.
Game fun formula is easy
CRATES are proportional to FUN
..........FULL STOP.
Though I never tried it, I do believe it was spending 10 minutes underwater that killed Guybrush. Now, how about them bonus points?
Television show.
By reading this you acknowledge that you have read it.
I would much rather have a decent FPS that gets most of the basics right (headshots should count, for instance -- Quake 3 fails it) than one with EVERYTHING.
You're talking about a game which implements every single thing you like about every single game that exists, and then saying "That's a good game, a great game is that and more."
Sorry, no. Spend five years implementing ridiculous customizable options, 20 DIFFERENT weapons (as a "bare minimum"), and all of your other demands? I'd rather have them spend five years giving me a decent plot (Halo 2), inventing new concepts (the Gravity Gun), polishing technical issues (loading times = no), and generally making a better, unique game.
Yes, there will be games like what you described -- the various Unreal Tournament games, mods, etc. Maybe the Battlefield games will be close to right. And then there will be games that say "You know what? No snipers. If a target is far enough away to snipe you, you get to take cover." Or maybe "No rocket launchers, no superweapons. Pistols all the way." And these will also be the games that say "Oh yeah, we're also an RTS, didn't we tell you? By the way, the Commander says to go here." Or "Hurt? Take some cover and wait for your shield to regenerate. No more sneaking around jumping at shadows because you're stuck at 10 health and a shot in your big toe will kill you."
Or take Portals -- you really don't need guns at all in that game.
In short, the games that appeal less to purists like you will be the truly great games that invent a feature which you'll be the first to complain when nobody else has it.
But really, think about it. You yourself admit a fixed gun emplacement adds spice to a multiplayer game. There are other ways to achieve the same effect, and you do not need a fixed gun emplacement to have a decent game.
Don't thank God, thank a doctor!
Don't screw with an arteest's work. You must watch the work as the arteest intended or you won't get the effect that the arteest intended.
--- Grow a pair, liberals... stop letting the Republicans bully you!
Here's one for the list.
Constant dialog sequences where the text prints out slowly and I'm pressing buttons to make it go faster.
Now I'm playing Okami and you can't speed up the text.
http://en.wikipedia.org/wiki/Jury_nullification
Good point, I all but forgot about Monkey Island. Yes, that should serve as a better "see, it can be done" example.
Assorted stuff I do sometimes: Lemuria.org
Another save system I've been fond of (and extremely frusterated with) is what you get with Fire Emblem. Let's you save your current progress for the mission, but when you load it, it wipes it. If you screw up, you start the level over. Being a perfectionist, I can't have any of my charecters die, so I've started chaperts over many times. Heck, I've restarted chapters because of a bad leveling in the begining.
I think this save system would work very well in a level based survival game. You get your main save and after that, if you save again, it gets wiped when you load it. But, you can still start the stage/level/chapter from the beginning again if you have to.
This sig isn't original enough, it's time to come up with something witty...
Can't help with the sequel but System Shock has been packaged up nicely to work with XP. There's a thread about it here.
Mind you, I'm running just the CDSHOCK.EXE and not !START.EXE. The mouse cursor is a little slow but it works great. If you have issues, try both. More trouble? Check the thread.
Can't say I understand the Fire Emblem saves (never played). You get a main save at the start/end of each chapter and, basically, a save anywhere so long as you quit which, upon loading, gets wiped? Sounds like it works.
And most of the time cutscenes in HL mean standing around while NPCs do a performance that ends in the next level section being opened. Nothing you do influences the scene anyway unless it's paused so you can push a button or put a plug into a socket. I just don't like standing around with nothing to do in a game, when there's nothing I can do anyway why not remove control and make the camera show angles where you can actually see and hear what's going on?
Justice is the sheep getting arrested while an impartial judge declares the vote void.
Okay, Fire Embelem: The way it works is you can save the game in-between combat. At any time you can choose to restart a chapter (each fight). This allows you to go back and buy weapons/items if you had problems in a fight or get different charecters (you can have 30+ chars, but only bring 8-14 into any fight, once a charecter dies, it's gone forever unless you restart the chapter or the game). It helps to know that this is a turn based strategy.
On the GBA the game saves EVERY MOVE you make, so you can just shut it off and come back later (I may have missrepresented it when I mentioned this system the first time). You can turn the game back on and it will be waiting at the point you left off every time. So, basically, it's a save state. There is another save that works the same way, but you only get one per level. It's a nice feature except it's infuriating when you make a stupid move and someone croaks. The 'random' tables are generated by your movements, so the result of an attack will be the same no matter how many times you turn the fight back on.
Still love the games. Mostly becuase I love the logic/chance mixture that is involved. And after re-reading that, I don't know how to explain better, but now I'm confused... oh well.
This sig isn't original enough, it's time to come up with something witty...
What in the heck are people's beef with FMVs?
I hate this seriously negative FMV approach that is by and large a product of ADD gamers and developers like David Jaffe that's overtaking this industry. Granted, yes, if you're going to have a cutscene make it *always* skippable for those who have ADD, or those of us who've completed the game, or whathaveyou, but I seen nothing wrong with sweet Blizzard Cinematics Team-Quality cinematic sequences that advance the story and provide some eye-candy.
Personally if its anything its in-game cinematics that drive me up the wall. Nothing like watching one poor-quality, poorly textured and poly-reduced model talking and emotionally acting to another poor-quality, poorly textured, poly-reduced model: That really gets my beans hoppin'. There's nothing wrong with FMVs, CGI Cinematics.. whatever you wanna call them. Let them stay, make more of them, but make them skippable for those who don't like it. But, for those like me, I'll keep salivating and getting goosebumps everytime I watch a cinematic sequence from StarCraft, WarCraft, or Command & Conquer, just because its damn cool. Some of the coolest moments in videogame history were FMVs; In the WarCraft III preview you got excited when you seen the Infernal crawl out of its hole and get ready to kick ass and take names; and the Footman and the Orc that decided to put down their hatred of each other and try to take on the Infernal. In StarCraft's "Battle on the Amerigo" cinematic, people who liked StarCraft got excited to see their first Terran vs Zerg battle in full motion high quality cinematics, same with the intro to Brood War. Seeing all of those units rendered in full high polys and seeing them actually interact realistically with their world. Same goes for games like C&C. Granted, Tiberian Sun wasn't an AMAZING RTS but when Kane comes on the screen at the Philledelphia, that was a cool moment in FMV game history. Nothing wrong with stuff like that. But if I remember correctly, they were all skippable.
Can't forget Blur Studios' intro to Dawn of War; too bad they didn't do something similar for Dark Crusade or something; their Company of Heroes intro that they were working on that supposidly prevented them from making a Winter Assault intro was quite poor, IMHO.
0wned!
In the "Gold" edition the programmers got to indulge their vanity and re-record the in-game FMVs themselves. An excellent example of why you should hire actors to do acting. The same lines, same framing, same lighting... but the "Gold edition" FMVs sucked compared to the originals.
(Fox/Rebellion released the source code and icculus ported it to Linux. (The cvs link there doesn't work, you need to use Subversion to get it.) It didn't link for me on Ubuntu, so I patched it. Unfortunately, the videos are in a proprietary codec (Bink/Smacker) and now I'm working on restoring them to the game. Looks like recent libavcodecs support that format... :-> )
PHEM - party like it's 1997-2003!
They call backtracking a 'necessary evil', and cite two incredible games as negative examples, Metroid and Castlevania. Both of these games used backtracking in the best possible way. If you go back to an area, you'll probably find stuff that wasn't there before, whole new areas, doors to unlock, upgrades, what have you. Backtracking is one of my favorite game mechanics in exploratory games like these when it's done right.
Too coffeed to think anything more. But at least these spring to mind immediately...