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How Game Gimmicks Break Immersion

The Moving Pixels blog has brief discussion of how gimmicky game mechanics often break a player's sense of immersion, making it painfully obvious that he's simply jumping through carefully planned hoops set up by the developers. The author takes an example from Singularity, which has a weapon that can time-shift objects between a pristine, functional state and a broken, decayed state. Quoting: "The core issue with this time control device is that it's just not grand and sweeping enough. It doesn't feel like it's part of a world gone mad. Instead it's just a gameplay tool. You can only use it on certain things in certain places. You can 'un-decay' this chalkboard but not that desk. You can dissolve that piece of cover but not most of the walls in the game. The ultimate failure of such cheap tricks is that they make the game world less immersive rather than more compelling. The world gets divided into those few things that I can time shift, that different set of things I can levitate, and that majority of things that I can't interact with at all. ... I'm painfully aware that all that I'm really doing is pushing the right button at the right place and time. Sure, that's what many games are when you get down to it, but part of the artistry of game design comes from trying to hide this fact."

228 comments

  1. MY IMMERSIONS by Hadlock · · Score: 0, Troll

    That is all. It's a game. Get over it. Anyone for a round of pistols only Counter-Strike?

    --
    moox. for a new generation.
    1. Re:MY IMMERSIONS by Impy+the+Impiuos+Imp · · Score: 1

      You mean where you shoot each other dozens of times and people don't die?

      Talk about immersion busting.

      Prolly the worst example is the huge Gatling gun in City of Heroes held by the Council NPCs. It'd be like standing in front of that thing in Predator. Yet a squishy is hardly affected by one.

      Here's some immersion busters I've seen over the years, aside from the curious lack of the power of guns.

      1. Catching on fire doesn't make the person run screaming or rolling on the ground.

      2. A 10 foot tall ogre who looks like he could bench press at least 14,000 pounds swings a 10 foot, 200 pound sword at a little gnome in cloth, who must wear cloth lest their delicate magic casting hand movements be disrupted, does not, for all that effort, actually disrupt the delicate hand movements.

      3. Being frozen solid doesn't kill the person when it melts, which should take 4-8 hours, depending.

      4. "Boiling the blood" of skeletons. Causing zombies and skeletons to "bleed". "Hamstringing" a skeleton. Et al.

      5. EQ2: Creating a butterfly fairy race that can't actually fly, but "floats", i.e. slides along the ground, translated 2 feet up in the air, such that you have to "hop" over logs.

      God effing forbid someone be a fairy to take advantage of flying over logs, much less actually flying unrestricted, ala City of Heroes.

      6. Jedi who can't take out 3-5 Boba Wannabees simultaneously. Yes, I know the balancing issue, and I wouldn't wanna solve it. But that's different from immersion *SMASHING*. And we won't even get started on dogs and giraffes that can have 5 guys with lasers and one guy with a flamethrower shoot it point blank for 60 seconds before it dies.

      7. Like lemmings would just walk off a ledge.

      8. What's with all these elves and gnomes and stuff anyway? Those don't exist!

      9. And what's with "balanced" fighting anyway? "If you find yourself in a fair fight, you haven't done your homework." Why even attempt it when you'll just be dead in a few fights, if you're very lucky?

      10. And who comes back to life, anyway? That's the very definition of fiction.

      And a bonus, the rare "plasma fire" put out by choking off the oxygen. Plasma is atomic nuclei bouncing around with no electrons. Thus chemistry cannot occur. Dr. Crusher should know better; Geordi most certainly should!

       

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
  2. Minigames by koreaman · · Score: 4, Insightful

    This is the biggest problem I have with cheesy minigames. Really? I have to "hack a computer" by redirecting pipes so water can flow through them? (Or whatever the hell it is you're doing in Bioshock... this is the best way I can explain it). That shit was fun when it came with my Games for Windows 95 pack, but it's a bit out of place in a modern immersive shooter.

    1. Re:Minigames by WaroDaBeast · · Score: 1

      So... I get it you didn't like the Prince of Persia games either? ;P

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    2. Re:Minigames by bonch · · Score: 3, Insightful

      "Modern immersive shooter." Yuck. Immersive doesn't mean realistic or plausible. You can immerse yourself in a marathon session of Pac-Man or chess or be immersed in a stack of paperwork. Immersion just means being deeply involved with something mentally.

      Unfortunately, he meaning of the word has been twisted by gamers. What really goes on when someone complains that their precious "sense of immersion" has been ruined in a modern shooter is that they came across something in the game that reminded them they're not actually some unstoppable military badass who auto-heals and never dies. There's barely any challenge at all in those shooters because it's about coddling the 12-year-olds and man-children and making them think they're invincible action heroes, and they complain when the illusion is shattered.

    3. Re:Minigames by Abrisene · · Score: 5, Insightful

      I agree with you in the principle of the thing, that people playing games don't usually like being reminded that they're not the avatar (in games that have avatars), and I can see where you're coming from when you say that gamers have twisted the definition of immersion, but I think you're mixing up the cause of loss for the definition. The real issue is one of consistency. It's the same thing as the concept of the fourth wall in theatre and film; games of most genres need to maintain a certain internal consistency or in many cases the enjoyment and level of engagement with the media is reduced. When gamers talk about immersion, they're not talking about how consistent or inconsistent the game world is, they're talking about the feeling that it evokes.

    4. Re:Minigames by mjwx · · Score: 2, Interesting

      This is the biggest problem I have with cheesy minigames. Really? I have to "hack a computer" by redirecting pipes so water can flow through them? (Or whatever the hell it is you're doing in Bioshock... this is the best way I can explain it). That shit was fun when it came with my Games for Windows 95 pack, but it's a bit out of place in a modern immersive shooter.

      You see, having a game based around a minigame is OK, having a game that using minigames are an extension (most often optional) to the gameplay often makes it better. However making serious shooter or RPG where a gimmick or minigame is central to the gameplay is bad and this goes for most game types. My point is that some people like games such as Tetris or Tower Defence that are based around simple principals as a minigame is, whilst most shooters/RPG/Strategy games cannot work as simply as Tetris they can often use minigames with simple principals to break up the flow and ad atmosphere and character to the game.

      If the last sentence offends you, go back to threatening to cockpunch people on Modern Warfare, this conversation is for adults.

      Many games have implemented mini-games as a core yet optional part of the gameplay experience. The parent mentioned Bioshock which really is the retarded cousin of a game that was released almost 10 years before it called System Shock 2. Bioshock fails so badly at even getting close to living up to the System Shock 2 standard it's not funny but that's another story. In System Shock 2 there was a hacking minigame, based on selecting squares to illuminate and getting three illuminated squares in a row, of course certain squares would fail to illuminate and three failures resulted in an alarm going off, Which squares were failures was randomised. This was done as a side panel, so the game was going on around you as you tried to hack and there was no time limit. Bioshock, in it's many failures turned this into a skill/time based game which basically turned a fun extension of the game into a clickfest. You had to race against the water moving bits of pipe, further more this removed you from the game. So hacking in Bioshock sucked a lot of fun out of the game by changing the pace of the game and removing you from it. Mini game done wrong. Fallout 3 also removed you from the game but it made hacking and lockpicking optional and the minigames maintained the character of the game.

      A well done minigame adds to the atmosphere of an immersive shooter as it did in System Shock 2 to those of you who think Modern Warfare is an immersive shooter, go back to button mashing as this conversation is for adults whilst a poorly done minigame detracts from it. This can be said of all facets of gameplay. Much like Quick Time Events, when they are overused and become a crutch to the central gameplay elements (shooting, jumping, puzzle solving, story) they detract from it and only serve to annoy the player, however a well place QTE will add to the excitement of the game, much the same as cut scenes (which should come in after an accomplishment, when the player is relaxed not when the player is in the middle of something. Valve understood this, even with cutscene-less Half Life, they didn't display pertinent information whilst the player was busy).

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    5. Re:Minigames by Lord+Bitman · · Score: 2, Insightful

      press X repeatedly to get to the next cutscene? Not much of a mini-game.

      --
      -- 'The' Lord and Master Bitman On High, Master Of All
    6. Re:Minigames by Anonymous Coward · · Score: 0

      Immersive doesn't mean realistic or plausible.

      Agreed. The best immersion experiences I had were while playing Zangband.
      Dangerous level. Should walk carefully. Walking next to a door: "you hear noises"
      hum... let's open the door....
      The Shrieker mushroom patch makes a high pitched shriek. You feel a sudden stirring nearby! The Stairway to hell makes a high pitched shriek. The Raal's Tome of Destruction cast a powerfull fireball. The Spectator gazes at you. You are confused!

      You get the picture ;) (in ascii-art)

    7. Re:Minigames by GrumblyStuff · · Score: 4, Interesting

      You left out the best part of SS2!

      The hacking 'minigame' wasn't much of anything. The first System Shock did hacking sooo much better but I'll come back to that.

      In SS2, you can pick up a portable gaming system that is a parody of Gameboys. It was called Gamepig and most of the games were simple ones you've all played before but had pig related names and artwork. However... there was one game called Overworld Zero. It played like an old school action RPG, running around a randomly-generated looping area, killing monsters and leveling up.

      As stupid as it sounds, it's the best game-within-a-game I've ever played.

      And as for hacking in the first System Shock, it was soooo much better. You broke open panels and fiddled with wiring until you found the right combo or messed with... I don't even know how to describe it. You had connected nodes (similar to SS2 hacking) but the changes weren't permanent. You clicked one to allow power through but that could change connecting nodes to the opposite setting. Depending on the puzzle difficulty (the game had customizable settings for combat, mission, puzzle, and cyberspace difficulties), they could be really frustrating.

    8. Re:Minigames by mjwx · · Score: 1

      You left out the best part of SS2!

      This is the great thing about SS2, I personally didn't like the gamepig and thought it was a waste of inventory (but carried it anyway like the pack rat I am). The game is so varied that almost everyone has their own best part about it.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    9. Re:Minigames by WaroDaBeast · · Score: 1

      Actually, I was referring to the parts where you have to mess around with poles to have water, light or something like that flow through a bunch of pipes. There's a lot more to Prince of Persia than mere button mashing, especially in PoP: Warrior Within, in which you have to take into account what kind of foes you are battling against. Mashing the sword button will only result in killing a enemy every couple of minutes, which can get old pretty fast.

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    10. Re:Minigames by Rogerborg · · Score: 2, Interesting

      Grrraaaa! Raaaargh! "serious shooter"! Gaaaarraar!

      I'm pretty sure that a self aware adult would acknowledge that games are essentially frivolous. There's no "WIN IN THE REAL WORLD" achievement.

      --
      If you were blocking sigs, you wouldn't have to read this.
    11. Re:Minigames by hairyfeet · · Score: 4, Insightful

      I guess it shows you can't please everybody, because I enjoyed the hacking game in Bioshock, in Bioshock 2? not so much. But in Bioshock 1 I liked hacking all the devices in a level and then setting cyclone traps to turn the place into a giant trap. But it wasn't like you couldn't simply skip it, either by using one of the plentiful hacking tools or simply buying off the machine.

      What kills the immersion for me is when the laws of reality are horribly broken with no real explanation. For example if I have a fricking rocket launcher I shouldn't need to find a key or way around a stupid wooden door! Or if I shoot a guy dead in the face (I'm looking at YOU, EA and MoH series) then they should fricking die or at least be horribly wounded! You would think with all the talk about physics in games they could fix these problems, but all I've seen is ever increasing eye candy and bling at the expense of a world that at least follows its own logic.

      So I would say while the minigames in Bioshock could break your groove if you came across one at the wrong moment sans hack tools, at least they fit within the game. Even Ryan complains about hackers being parasites and robbing his machines. But when you base weapons or real world items like RPGs, and give them huge areas of effect and destructive power, at least make the rest of the world consistent. Nothing blows the realism quicker for me than "magic doors" or guys that supposedly can take more rounds than the Terminator without even a limp.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    12. Re:Minigames by HopefulIntern · · Score: 1

      The only real PoP is the first one, that I had for my Powerbook. The platformer one, that was shit hard :p

    13. Re:Minigames by Anonymous Coward · · Score: 0

      press X repeatedly to get to the next cutscene? Not much of a mini-game.

      Is this Final Fantasy XIII you are talking about? That's not a mini-game!

    14. Re:Minigames by WaroDaBeast · · Score: 2, Funny

      Mashing the left and right arrow keys alternatively in Chocobo World sure was entertaining. ;-)

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    15. Re:Minigames by Nephrite · · Score: 1

      shit hard

      Yeah. My computer then was kinda slow so game was like in slow motion. However, the timer ticked with normal speed, so you had to finish the game faster. After I'd got a better computer the game looked ridiculously easy.

    16. Re:Minigames by JosKarith · · Score: 1

      Invisible walls suck ass. Even the "Indestructible, unclimable chain-link fence" mecanism works better and i hate that. For me that's the #1 immersion breaker.

      --
      'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
    17. Re:Minigames by GrumblyStuff · · Score: 1

      Isn't that immersion? Here's an item you don't want and doesn't have much use (maybe a few nanites if you recycle it) but you're compelled to carry it around while I hunker down in a chemical storeroom, waiting for my research to complete and then continuing to play Overworld Zero for 20 minutes longer....

      Just one more game and I'll get back to gaining control of this FTL spaceship that is currently infested with some sort of parasitic alien lifeform. Ok, mulligans on that last one. That was a bad start too. Seriously this time.

    18. Re:Minigames by koreaman · · Score: 1

      Nice sig! :)

      As for Prince of Persia, never played it.

    19. Re:Minigames by HopefulIntern · · Score: 1

      The trick was to save as soon as you reached a new level. Then if you died, instead of continuing on (with the time taken before you died having elapsed) you loaded the save from before, and gained back the time wasted before you died. I named my saves too, "Level 2", "Level 3" etc in case i felt like going back after completing the game (and i did) to replay a favorite level.

    20. Re:Minigames by koreaman · · Score: 1

      I know this... some of my favorite games ever are from the Game and Watch series. I think I might hold the world record for Vermin :). In some games, the fun doesn't come from the realism. But in some, it definitely does -- at least in part. Playing Bioshock is, to some extent, fun in the same way watching a movie is fun rather than in the same way playing Pac-Man is fun.

      Given this, it's not hard to understand why it sucks when the illusion is shattered in games of that sort -- I think most of us can disagree that suspension of disbelief is an important part of enjoying a movie, for most people.

    21. Re:Minigames by TheCarp · · Score: 1

      That was definitely bad.

      I am on my second run through of Mass Effect 2, and the mini games are horrid. They are just... matching games. One of them is a degenerate form of memory with various random symbols (some are electronic schematic symbols, then there is the copyright c... for no reason).

      Then we get to "hack the firewalls" by matching screens of what looks like formatted source code, but... its no tlike you can read it, you just find the box of colored lines that matches the other one 3 times.

      Whats worst is that about 95% of the time, theres nothing special for playing the mini game. Usually just a few credits.

      -Steve

      --
      "I opened my eyes, and everything went dark again"
    22. Re:Minigames by XxtraLarGe · · Score: 1

      As for Prince of Persia, never played it.

      It's available for download on iTunes for $.99 if you have an iPhone, iPod Touch or iPad. It's a cheap & fun distraction. Here's a link. Note: Link launches iTunes.

      --
      Taking guns away from the 99% gives the 1% 100% of the power.
    23. Re:Minigames by Ephemeriis · · Score: 4, Insightful

      You can immerse yourself in a marathon session of Pac-Man or chess or be immersed in a stack of paperwork. Immersion just means being deeply involved with something mentally.

      Yep. And if you're deeply involved in a stack of paperwork, and every few minutes somebody runs by screaming at the top of their lungs, you're likely to become distracted enough that you're no longer immersed in that paperwork.

      This is the argument that's being made, and I think it is a valid one.

      Good games have a certain flow to them. You can settle in and just kind of ride the thing out. You get your mind into the right state and you almost forget the world around you. You are, in short, immersed.

      This can be true of Pac Man, or Peggle, or a shooter, or whatever. They suck you in, monopolize your attention, and you become immersed in them.

      And then some games, for whatever reason, break up that steady flow of gameplay with something jarring and different. Suddenly there's a button-mashing rhythm game in the middle of your shooter... Or some kind of half-assed racing game in the middle of your RPG... Or some kind of memory test in the middle of Pac Man... Or whatever. And it's a different enough though process that it jars you out of your immersion.

      And, speaking for myself - I hate that.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    24. Re:Minigames by mcvos · · Score: 1

      There's no "WIN IN THE REAL WORLD" achievement.

      Not true. If you play multiplayer and defeat a real actual live human, you prove that you're a superior human being. That's got to count for something, right?

    25. Re:Minigames by Ephemeriis · · Score: 3, Insightful

      I think the problem is less with executing the mini-game well, than it is with the mini-game making sense.

      Yeah, BioShock was a disappointment. No, it was not a worthy successor to System Shock 2. Yes, it failed on many levels. But I think the core problem with the hacking mini-game was not of a mechanical nature... The problem wasn't that the water was flowing and you had a time limit or it took you away from the gameplay or anything like that... The problem was that it just didn't make much sense.

      In SS2 you were in space aboard a ship that was either malfunctioning or at the mercy of a crazed AI. There were automated defenses, and locked doors, and vending machines, and whatever else. In that context, it makes sense to have a hacking mini-game. How else are you going to make all these computerized, electronic gadgets do things they were never intended to do?

      In BioShock you're in some kind of retro aquatic dystopia. The turrets and drones don't make any sense to start with... It looks like they're built out of an office chair with a weapon strapped on top - how do they even function? But if you were to twist them to your needs, it should be by altering the wiring or mechanical linkages - not by pushing some kind of liquid through some pipes. It just does not make sense.

      Incorporating a mini-game that makes sense will not jar the player out of whatever immersion they have. It will expand upon the game-world. It will actually make the game more immersive.

      But throwing something completely random that makes no sense at all will jar them out of the game. Effectively breaking the fourth wall.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    26. Re:Minigames by vegiVamp · · Score: 1

      > it's the best game-within-a-game I've ever played.

      Did you know Day of the Tentacle has the complete Maniac Mansion inside it, on an in-game computer ?

      --
      What a depressingly stupid machine.
    27. Re:Minigames by Anonymous Coward · · Score: 0

      Wow, I never caught that. That's awesome!

    28. Re:Minigames by LKM · · Score: 1

      I think what they mean is that their suspension of disbelief has been destroyed. It's true that realism is not necessary for immersion as a general rule, but some games do rely on realism to achieve immersion, and for those games, items that don't fit into the game's world can indeed destroy the player's immersion.

    29. Re:Minigames by CraftyJack · · Score: 1

      The turrets and drones don't make any sense to start with... It looks like they're built out of an office chair with a weapon strapped on top - how do they even function?

      Now THAT sounds like a good project for the 3-day weekend.

    30. Re:Minigames by Anonymous Coward · · Score: 0

      Immersion is why I don't play shooters. The thought of killing hundreds of people and feeling like I'm really there repulses me. I'm not saying these games should be banned or anything, just that the man-children you mention give me the creeps.

    31. Re:Minigames by CraftyJack · · Score: 1

      Or some kind of half-assed racing game in the middle of your RPG.

      Yep, it never fails. You're doing your RPG thing and then suddenly here comes CrappyMarioKart again. Nothing like a racing mini-game with second-thought graphics and controls to "enhance" the experience. Not jarring at all, no siree.

    32. Re:Minigames by Anonymous Coward · · Score: 0

      Or if I shoot a guy dead in the face (I'm looking at YOU, EA and MoH series) then they should fricking die or at least be horribly wounded!

      Check out this story - doesn't always work that way in the real world, either...

    33. Re:Minigames by Anonymous Coward · · Score: 0

      Not true. If you play multiplayer and defeat a real actual live human, you prove that you're a superior human being.

      O rly?

    34. Re:Minigames by Oldstench · · Score: 1

      Chrono Trigger flashbacks?

    35. Re:Minigames by Tekfactory · · Score: 2, Interesting

      Sometimes there is something with the hacking or access, but yeah, mostly its crap. Though the gadgets that double Hacking and Access time can pay for themselves many times over. Of the two Access gets you more loot, like locked doors to apartments you can loot.

      I'm playing Red Dead Redemption right now, and safecracking is a fun little mini game, the controller vibrates when you're close to the right number on the tumbler, its intuitive to anyone who's ever had a high school locker and I don't see how you could screw it up, but its kinda neat, and there is ususally some cash in the safe.

    36. Re:Minigames by kalirion · · Score: 1

      IIRC that was also the mechanic in the first System Shock, which many consider one of the most immersive games of all time.

    37. Re:Minigames by Hatta · · Score: 1

      all I've seen is ever increasing eye candy and bling at the expense of a world that at least follows its own logic.

      If you value internal game logic over eye candy, just play nethack. That is a truly immersive game.

      --
      Give me Classic Slashdot or give me death!
    38. Re:Minigames by kalirion · · Score: 1

      And I don't mean the cyberspace of course. But I remember pipemania-like minigame needed to open a few doors, one right near the beginning.

    39. Re:Minigames by apoc.famine · · Score: 3, Insightful

      But I think that the feeling a game evokes is directly tied to the consistency.

      The biggest things for me that break the feeling of games usually are the places where the consistency is artificially broken to drive the game forward. One of the things that infuriates me in games are monsters that are unkillable by the means that you killed EVERY OTHER MONSTER up until that point. (Quake (3 or 4?) and HL are good examples of this.) Instead of emptying your entire arsenal into it, you have to jump, dodge, and sneak around it, push a button, then it dies. Or you have to get around to the back and shoot it in its weak spot. I'm ok if the machine weakens it. I'm ok if the weak spot does more damage. But when something is fucking IMMUNE to damage UNLESS you play by the newly imposed, secret rules, it totally breaks the immersion.

      As a long-time Doom player, I know how to save ammo. I know how to replay a level over and over again to use the absolute minimum ammo. Why? Because I know that there's going to be something badass that will require all the ammo I saved. When I run into that badass, with all the ammo I can possibly carry, and I empty ALL of it into that creature, it should die.

      RPGs are another place where stuff like this breaks the flow of the entire game. I can smash chests, but not doors? I can pick some locks, but not others? I want to go down this road, but I'm not allowed to? This lack of consistency is EXACTLY what breaks the feel of the game.

      The biggest one, that others have mentioned, are selectively destructive items. When a game lets you destroy only some items, that's a gimmick that breaks immersion. If it's wood and I can smash it, then I should be able to smash all wood of similar thickness. If I can break some glass, then I should be able to break ALL glass.

      The issue is that gimmicks are used in place of plot and in place of thought. If you build destructibles into your game, you need to build them throughout the entire game. If the only time you can kick down a door is at one heroic instant, you've written a gimmick instead of a plot.

      The real issue is that plots and stories are consistent. Gimmicks are not. And immersion is all about consistency.

      --
      Velociraptor = Distiraptor / Timeraptor
    40. Re:Minigames by Jonathan_S · · Score: 1

      Invisible walls suck ass. Even the "Indestructible, unclimable chain-link fence" mecanism works better and i hate that. For me that's the #1 immersion breaker.

      Sure chain link fences are better, but they can still suck like Rainbow 6: Vegas 2 where they act as one way bullet shields. (I'm looking at you casino assault level where you start on the helipad)

      The enemies can shoot through them but your bullets always get stopped. (Even with a sniper rifle when you can see that you're shooting through the opening, the bullet still fails to go through).

      If they stopped all bullets it would be weird but understandable, but sheltering enemies who can fire with impunity is just bad design. But I guess at least you can see where you can and can't go.

    41. Re:Minigames by Securityemo · · Score: 1

      I have one complaint with immersive shooters - the fact that it doesn't feel like your vision is attached to a body. If the character backflips, spins around, gets knocked down or rolls sideways I'd really like for the screen to stay attached to the avatars POV. The ability to actually wind up in a vertical mess on the floor if I try something stupid like somersaulting into a wall, (the only save being a quick tap in the right moment, as appropriate) is something that would really remove a lot of non-immersion for me.

      --
      Emotions! In your brain!
    42. Re:Minigames by Draek · · Score: 1

      Nothing blows the realism quicker for me than "magic doors" or guys that supposedly can take more rounds than the Terminator without even a limp.

      Including but not limited to your own character.

      But as the Rainbow Six and Ghost Recon series' horrible, horrible "next-gen" offerings proved, "Terminator" sells a lot better than actual realism.

      --
      No problem is insoluble in all conceivable circumstances.
    43. Re:Minigames by Eternauta3k · · Score: 2, Interesting

      RPGs are another place where stuff like this breaks the flow of the entire game. I can smash chests, but not doors? I can pick some locks, but not others? I want to go down this road, but I'm not allowed to? This lack of consistency is EXACTLY what breaks the feel of the game

      That's what I loved about Arcanum. You can break, loot, lockpick or kill anything and anyone you want. However, it's (usually) not gonna make your quest any easier...

      --
      Yeah. Would you choose a neurosurgeon who pokes around people's brains in his spare time? I wouldn't.
    44. Re:Minigames by Anonymous Coward · · Score: 0

      Ummm .. you are wrong ..

      I think I remember someone getting a check for 1 mill for pitching a perfect game in some baseball game

      Not sure about you .. but for me .. a check with a 1 followed by 6 zeros and THEN a decimal point is a pretty good simulation of "win in the real world" achievement.

      Perhaps if you adjusted your statement to "most games dont have a win in the real world achievement"

      http://www.cnn.com/2010/TECH/05/06/perfect.baseball.video.game/index.html

    45. Re:Minigames by Soul-Burn666 · · Score: 1

      One of the more immersive first-person games I've played was Thief 3.
      You know why? Because when I moved the mouse to look down, I saw my body.
      It was a bit unnerving for a while since it somehow felt like I'm really inside the game world.

      As for a game implementing what you mention, you should check out Mirror's Edge.
      Your view moves consistently with the world, step by step when running, rolling or falling helplessly on your back.
      Obviously, here too you see your body when you look down and it adds a lot to the immersiveness of the game.
      This game isn't "super-realistic", but the graphic style is consistent just feels right.

      --
      ^_^
    46. Re:Minigames by apoc.famine · · Score: 1

      And that's the way it should be...

      I haven't played that, but if I see it on Steam or Impulse, I might give it a shot, if only for that reason.

      --
      Velociraptor = Distiraptor / Timeraptor
    47. Re:Minigames by PReDiToR · · Score: 1

      you should check out Mirror's Edge

      No, GP should NEVER check out Mirror's Edge and neither should anyone else who values their sanity.
      Impossibly hard! Finger-breaking button combos and the madness that comes from running at walls all day long should have a government health warning on them!*

      * No, they shouldn't. Ever.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
    48. Re:Minigames by aafiske · · Score: 1

      I always thought the ME2 minigames were pretty well designed. (The hacking & bypass). They felt thematically related to what you were actually trying to accomplish, they required a modicum of effort (that could be reduced by in-game purchases), and they generally provided a nice reward for doing them.

    49. Re:Minigames by hairyfeet · · Score: 1

      But they need to at least be consistent in the effect! For example: MoH. I got the tenth anniversary and there are levels in where a Waffen SS flunkie with an iron sighted rifle can pick your ass off from a couple of football fields away, all while taking damage that makes the Terminator look like a pussy. Meanwhile if YOU get shot in the head, you may survive in the game, but your life meter is so low a pistol shot will kill you. WTF?

      Which brings me to another game breaker: A.I. Now nobody is expecting brain surgeons here, but when you have turned a place into a killing field, at least have the bad guys not just tip toe through the tulips like they don't see the huge mass of bodies. Or worse if you have killed a dozen guys in the same spot don't have the bad guys continue to use that spot for cover anymore! I swear in MoH:Airborne I would literally stack Nazi bodies like cordwood, and they would just go hide in the same spot that gave me the perfect shot over and over. crank up the difficulty? And welcome to Terminator land, where every flunkie never misses and acts like his skin is made of Kevlar.

      What pisses me off is there HAVE been games in the past that have dealt with these problems for the most part: Red Faction dealt with the "magic door" problem, Far Cry had decent AI, so WTF? If these companies can't design shit, why not lease the core logic from companies that can? I can't count how many games I have bought in the bargain bin that would have been great, if just a little consistency and TLC had been involved. Considering how much it costs to make a title these days there is NO excuse for half assed anymore!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    50. Re:Minigames by WNight · · Score: 1

      I liked the way it made the world feel deeper. Obviously they couldn't simulate modern games in a game, let alone future games, but it took an otherwise annoying device (a PDA to read plot, yawn!) and made it a real something people would carry.

      Things like that kept SS2 from just being another on-a-rail FPS with a sci-fi theme.

      But I dislike being forced to actually play a mini-game. It's neat they're there, because they would be and it's authenticity, but I dislike them now so I certainly wouldn't want one "in a game". It's like that "Yo Dawg, I heard you like games ..." meme.

    51. Re:Minigames by drinkypoo · · Score: 1

      If you value internal game logic over eye candy, just play nethack. That is a truly immersive game.

      I hereby pledge to pay fifty bucks for a game with the quality of the original Diablo and the depth of Nethack. I'll pay even more if I get more of either. Must run on Linux at least through Wine. I've been waiting for this game since Diablo came out, but so far, no such luck :/

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    52. Re:Minigames by drinkypoo · · Score: 1

      I almost agree with you, but what actually upsets me is a bad mini-game. I liked all the mini-games except the motorcycle race/swordfights in FFVII, for example. That one sucked. It was neither novel nor well-executed. The others were at least different from other examples of the same genre, especially chocobo racing. But unfortunately, the motorcycle scenes are the only mini-game you HAVE to play to complete the game.

      If I could actually play a long game without being nagged, I'd love to play through that game again. But nagging is one of those things that breaks immersion. Nobody ever nagged Cloud for long.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    53. Re:Minigames by drinkypoo · · Score: 1

      Prince of Persia is one of the all-time classics. I felt that the Macintosh version was the best... heh, it's been a long time since I've said that! And if you like that, you'll almost certainly also like Blackthorn. I think they might have had a nice smooth 32X version, but it's just fine on the Genesis.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    54. Re:Minigames by Ephemeriis · · Score: 1

      But that's kind of my point.

      Obviously, what actually belongs in any particular game, or what makes sense in a specific genre is a subjective thing...

      But it makes sense to race chocobos in a Final Fantasy game. They're an integral part of the Final Fantasy setting.

      Just tossing in some random motorcycle race though... Just doesn't make much sense. Ok, sure, you're trying to get away from the badguys. And you're a badass anime hero. So, of course, you're going to ride off into the sunset on a motorcycle. But how does it fit into a final fantasy game to have a motorcycle race?

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    55. Re:Minigames by Soul-Burn666 · · Score: 1

      I'm not really sane so it's all OK then.
      It's *far* from impossibly hard. The campaign is really fun and usually you have 2-3 different ways to pass each obstacle, even a beginner can find the "simple" way. Later you realize how much time you can save by cutting corners or wall jumping.

      About the challenges, it's a whole different story. From the initial tries where you can hardly scrape one star until you get the revelation and find all the shorter, yet difficult, paths.
      I've got 2 stars on all of them and 3 stars in some.

      I came to the point I look at things in real life and realize how easy it is to climb them :)

      --
      ^_^
    56. Re:Minigames by stub667 · · Score: 1

      The Mirror's Edge campaign is pretty easy, on the PC. Apparently it is one of the few games where the PC port improved the gameplay experience.

    57. Re:Minigames by Geoff-with-a-G · · Score: 1

      As a long-time Doom player... When I run into that badass, with all the ammo I can possibly carry, and I empty ALL of it into that creature, it should die.

      And here we see the moving target for "immersion" and why it's so hard to hit. Up above, another commenter complains "if I shoot a guy dead in the face (I'm looking at YOU, EA and MoH series) then they should fricking die" - a large number of bullets doesn't really seem to improve immersion. Meanwhile, if the enemy is a tank - an actual tank, with thick armor - and shooting it with your 9mm pistol doesn't penetrate the armor, then shooting it 137 times shouldn't solve the problem by depleting hit points.

      This problem actually stumped me for a while in Crysis. At one point, you're on foot and tasked with destroying some tanks. Nothing I did to them - even rocket launchers, appeared to harm them. I finally resorted to Google. Turns out, I had to shoot them with the rocket launcher... three times. No apparent damage after the first one, but three is the magic number. Shooter veterans - yourself included - are likely nodding along "well duh, some bosses take a bunch of shots." But this makes no more consistent or real-world sense than the indestructible wooden doors.

    58. Re:Minigames by apoc.famine · · Score: 1

      I agree with one thing - immersion requires feedback. I've faced bosses that took tons of damage, but they showed that they were taking it. Tanks like that would have pissed me off.

      At the same time, I've seen bosses that appeared to take damage, but never actually took any because you hadn't pushed the magic "make them die button" that was only accessible after doing the equivalent of a platforming run past them.

      In both cases, the immersion is broken due to the broken feedback from your actions. That's the sort of lack of consistency that I complained about earlier on this thread.

      --
      Velociraptor = Distiraptor / Timeraptor
  3. Doom 3 by NoPantsJim · · Score: 1

    The worst offender of all time was a game I had very high hopes for. Constantly jotting down locker codes was bad enough, but having to leave the game to grab a code from that Martian Buddy nonsense website made me stop playing.

    1. Re:Doom 3 by Anonymous Coward · · Score: 3, Interesting

      I liked how there was a sizeable number of PDAs strewn around that you just happened to find in an order that progressively revealed a story. What are the odds of that?! Oh the fun I had reading all those PDAs!

      That truly was the worst mechanism for revealing a story I've ever seen. The only thing worse was the actual Doom 3 gameplay. How that game got such good reviews I don't know but I'm making sure not to pay any attention to the Rage hype.

    2. Re:Doom 3 by NoPantsJim · · Score: 2, Interesting

      The only thing worse was the actual Doom 3 gameplay

      I actually really enjoyed the gameplay. The moment I discovered the idiotic system of codes for the weapons lockers, I went online and printed out a list so I could ignore the various PDAs and audio messages.

      The biggest disappointment of all? I got my hands on that leaked E3 Alpha, which was about 10x more interesting and scary than the actual retail game.

    3. Re:Doom 3 by Anonymous Coward · · Score: 0

      ITT: People with extreme short-term memory loss.

    4. Re:Doom 3 by WaroDaBeast · · Score: 1

      The biggest put-off for me was all the spelling mistakes... Made me feel as though the developers didn't take time to do something as basic as checking the spelling...

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    5. Re:Doom 3 by NoPantsJim · · Score: 2, Insightful

      That was probably intentional, to make it seem like it was really written on a PDA with a crappy keyboard.

    6. Re:Doom 3 by WaroDaBeast · · Score: 1

      Well, I'm talking about things like "then" instead of "than" here. Promoting bad spelling? Just seems wrong to me. English is already hard as it is not to have media confuse you even further about its spelling.

      But maybe it was intentional.

      --
      "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
    7. Re:Doom 3 by Ralz · · Score: 0

      That's not bad spelling, its bad grammar.

      --
      I am a leaf on the wind, watch how I soar.
    8. Re:Doom 3 by drinkypoo · · Score: 1

      I liked how there was a sizeable number of PDAs strewn around that you just happened to find in an order that progressively revealed a story. What are the odds of that?! Oh the fun I had reading all those PDAs!

      And you get to have the same fun in a zillion other games now, too. Like Halo 3, which I just finished (I waited until it was cheap.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  4. Zork by Anonymous Coward · · Score: 0, Insightful

    Immersion is overrated. When Zork came out, people were amazed. For that matter, it's still a damn fine game. But it's hard to imagine anything less immersive than interactions like "GET LAMP".

    1. Re:Zork by ushering05401 · · Score: 2, Insightful

      The syntax 'GET LAMP' has nothing to do with immersion. Whether the GET command behaves similarly with all described objects or only works with defined items like LAMP would be the immersion consideration.

    2. Re:Zork by Daniel_Staal · · Score: 1

      Which leads to the logical conclusion that Nethack is the most immersive game ever written.

      --
      'Sensible' is a curse word.
    3. Re:Zork by OakDragon · · Score: 1

      Text adventure games were quite involving, if the player made the effort to get into the game. You are right about the "GET ..." breaking your experience, along with other commands not working all the time. Better adventure games would give you "You can't do that right now..." which was bad, but considerably better than "I don't see a 'X' here," when it just got done describing the 'X' in the text!

  5. Scribblenauts! by Cylix · · Score: 2, Insightful

    Scribblenauts actually did fairly well with a free form diverse tool of summon anything.

    In fact, it was just too much fun to randomly see what I could do. ie, summon a vampire, a priest and a vampire hunter to watch them duke it out. (Seriously, you can do that!)

    The down side is there really isn't much more to do then solve their word puzzles. I'm sure in a more complex game the free form behavior of the ability would break any attempt at constructed story telling.

    If you can solve the problem of allowing god like powers and keeping semi-structured storyline in place you probably should start working on a product now.

    --
    "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    1. Re:Scribblenauts! by Cylix · · Score: 2, Interesting

      Replying to myself here.

      The problem TFA describes and with similar discussions herein is not limited to just video games. A long time ago some friends would gather around to play table top rpgs. We tried various systems and nearly all of them have the same issue.

      At a certain level (or points) the game just goes to stupid. It was very easy to break GURPS in a supers campaign. Generally, the only way to control a rampant and degradation of the game was to play it fairly mildly.

      Now, sometimes it is just fun to head straight for stupid and see what kind of fun you can have.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    2. Re:Scribblenauts! by ushering05401 · · Score: 5, Interesting

      You can largely solve that problem by implementing realistic time-scales and offering players benefit to out of play aging.

      It doesn't work in MMORPGs, but a DM can easily have you travel uneventfully for weeks or months between realms and have you return to the gaming table after a layoff to a character that has been gaining languages or other useful skills at the expense of an aging hit.

      The out of play aging is great because a good DM can allow players to create their own interim story and choose from a palette of minor but useful skills that will help during the new campaign. A good group can spend a couple evenings 'back rolling' their stories with each other; and when the actual gaming begins everyone is already in the right headstate.

      Anyhow, the cumulative effect of travel time and out of game aging is a character that needs to begin looking at replacing valuable eq slots with anti-age eq around the same time that the game starts to break... If the eq is balanced of course.

    3. Re:Scribblenauts! by Anonymous Coward · · Score: 0

      oh but it would work in a MMORPG, it just runs counter to the point of one (since bots do this actively.)

      If a MMORPG were invented to take advantage of the fact that a real human player can't be online 24/7, then yes, passive play would keep a balance for players who can't afford to cheat/have-jobs/etc

    4. Re:Scribblenauts! by vertinox · · Score: 1

      It doesn't work in MMORPGs,

      Hrm.... I just encountered it in the Wrath of the Lich King (slightly), I completed this mission north of the Icecrown Citadel and I went back and then noticed the whole zone changed which kind of shocked me as I never noticed the load time or anything changing in the open world.

      I'm not sure what other players were seeing but it is possible to manipulate open world MMORPGs to where just the player making the change sees them.

      Of course you are rail roaded into it eventually, but it actually suprised me.

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
  6. so true by mogness · · Score: 5, Insightful

    Ya, the article is kind of bickering, but how many games have you played that offered so-called "fully interactive environments" that just aren't fully interactive? It's always a let-down.
    Also, gotta love the "cheap shots." I mean, I just killed about a hundred soldiers and got shot a thousand times, but one guy walks up behind me and cracks me on the head to knock me out so next I have to start in a jail cell with no weapons. And these "guards" that are holding me? Bitch please, I could melee all of them in about 30 seconds and not feel a thing. But instead you have to play along and "steal" the key because otherwise... GAME OVER!

    --
    that's teh shizzle bizzle
    1. Re:so true by Anonymous Coward · · Score: 0

      Fallout/Fallout 2. Sure, there were pre-canned dialogue choices and not everyone would talk to you, but the essential game mechanics were universal, e.g. you could kill people who were required to beat the game.

      Given the state of the art of the day, they were 2 of the best games ever made. It is really just a shame that the series is currently best know for its red-headed child offspring.

    2. Re:so true by T+Murphy · · Score: 3, Insightful

      The difference between immersive use of the environment and gimmicky is if you can think of a way to solve a problem, you should be able to do it, as opposed to having your hammer and looking for all the nails.

      One example I can remember was with Portal (this isn't a great example, but you get the point): there is a point where you are supposed to use portals to guide missles from a turret to break this cube transport tube so you can use a cube to climb a ledge. I was an idiot, didn't notice the transport thing, and walked back a ways to hunt for chairs, stacking them at the ledge, and went on my way oblivious to how hard I made it for myself. I never had to mentally step back and figure out how the programmer wants the problem solved, and therefore kept the immersion of the game.

      Overall, Portal does a great job of immersion- your bad attempts fail because they physically don't work, not because of some arbitrary roadblock. Many levels have "cheat" methods to skip some or all of the intended obstacles, rewarding clever solutions rather than using arbitrary limitations to remove them. Also, the story of the game (that you are a test subject) helps sell any obvious forced steps as a natural part of the world- you could call it a cheap cop-out, but it works perfectly so I won't complain.

    3. Re:so true by Radish03 · · Score: 3, Insightful

      I was just thinking about this earlier tonight while playing Left 4 Dead. Tanks (big muscular zombies which are aptly described by their name) can punch really hard. They can send cars and dumpsters flying and crush people with them. But not all cars, only the ones it outlines in red for you. If you're going to introduce a mechanic like that, and teach players to use it, you've got to stick with it. Don't design a level set in a junk yard, filled with magically immobile cars.

      Make the rules of your game consistent. Remembering a long list of exceptions just adds a layer of metagaming that I'm not interested in. The game world should be layer of abstraction atop a rule set, and the rules should flow naturally from the game world. This is a very delicate balance that I know is hard to come by, and I fully accept games that can just approximate this balance by never putting players into situations where the exceptions manifest themselves.

    4. Re:so true by brainboyz · · Score: 1

      The air-tube/missile problem is a perfect example. Most of the game was perfect. I understood I needed to break the tube, but I put the portal behind the tube instead of directly under it. The tube didn't break so I went online and found out I had it right, just not "programmer right."

    5. Re:so true by Intrinsic · · Score: 1

      Yeah I agree, its really about following your own rule set. When you cut corners it just pisses people off and breaks people out of the fun of the game.

    6. Re:so true by Stormwatch · · Score: 1

      I really can't stand that slang. What's with the red-head bashing?! (note, I'm not a red-head.)

    7. Re:so true by Stormwatch · · Score: 1

      Ditto here, I must have played through Portal ten times before I realized what I was actually expected to do at that point! However, I think they should NOT have allowed me to use the office furniture to get through, since it only made me feel the physics was broken (as it's hard to climb a chair). Had I been stuck there, I'd have searched harder for the proper solution.

      From HL2Ep1's commentary track, Valve knows well this: players will always look around, but hardly ever up or down.

    8. Re:so true by delinear · · Score: 3, Insightful

      My biggest bug bear is when you figure something out in a game but then you're not rewarded for your insight, instead you're punished by being forced to play out a scenarior when you know it will go badly for your character. Like, you've pieced together the clues to realise that the guy who is helping you is really the killer, but you can't just shoot him in the back, you have to play along with his weak subterfuge while he leads you into a trap, or you're playing some survival horror game and you just know a zombie is going to leap out of that closet when you walk past it, but you can't riddle it with bullets before you get to it.

      Actually, anything with zombies almost always does this badly - you'll always have scenes where you know the dead bodies on the ground will spring to life (or unlife, or whatever) at some point, but you can't hack them to pieces until the story has played out, similarly with deactivated robots (I'm looking at you ME:2) that you can't just smash to pieces while they're offline, even though you've already seen them suddenly spring to life a dozen times before, your character is happy to leave them intact but deactivated and just take his chances. Not rewarding me for anticipating a trap is massively jarring to the immersion, especially when I then have to sit there and watch my dumb character realise that it's a trap and try and fight his way out of it - I just end up thinking, you expect me to empathise with this god damn clown?

    9. Re:so true by ladadadada · · Score: 1

      WoW has two instances of this sort of thing I can think of. The first is that as a rogue, I can pick almost any lock in the game... but certain locks I have to get the right key to open. It would have been simple just to raise the lockpicking skill required for that lock high enough that no one can attain it, but they didn't. They just said "No. You need the right key."

      The other one is cold weather flying. One of the four continents requires a new skill to be learned before you can fly there, even if you have learned flying already. The talent is called "Cold weather flying" but there are warm areas of the continent. There are also cold areas of other continents. It's inconsistent and, as the article talks about, it breaks the immersion in the game. It's not quite as easy a fix as the lock one, but given enough thought, I'm sure they could have come up with a way of making it work and still be consistent.

      I'd love to see game developers spend more time making games better.

      --
      Sig matters not. Judge me by my sig, do you?
    10. Re:so true by Jarik+C-Bol · · Score: 1

      Another example could be Red Faction 2. Original red faction, you could blast away walls almost anywhere, as long as they were not the 're-enforced-concrete' texture. this lead to dozens of routes through levels, and some interesting tactics in single player. Red faction 2 comes along, and literally, you where able to break walls in about, 3 places, up until the final boss, where all the walls you used for cover could be destroyed *by the boss* you literally went through the game with a backpack of explosives, looking for a place to use em, and never finding it.

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
    11. Re:so true by Jarik+C-Bol · · Score: 1

      Wow, you hit the nail on the head there. I'd not put much thought into it, but you're right, that is one of the most aggravating things in literally HUNDREDS of games. "oh look this is going to be a trap" "oh look, i have to walk into it to make the game go on"

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
    12. Re:so true by apoc.famine · · Score: 1

      I totally agree. I think this goes along with the "selectively destructable items" beef which is one of my major ones. Whether it's doors, enemies, or something else - if I can destroy some of them, sometimes, I should be able to destroy all of them, all the time.

      Now I'm FINE with there being a penalty for me shooting through every door, or destroying every deactivated robot I walk past. Lack of ammo, destroying things I need, killing a party member I need, etc. That's all fine and good. I just want the ability to do it consistently. That's what keeps the immersion going, regardless of whether or not I chose well, or correctly.

      --
      Velociraptor = Distiraptor / Timeraptor
    13. Re:so true by Omestes · · Score: 1

      I'd also put Morrowind into that category. The worst that could happen for killing random people is a dialog saying "this game is unwinnable", and it dumping you back into your unwinnable game.

      Oddly, both Fallouts and Morrowind have taken up more of my life than any other game out there, with the exception of Diablo 2.

      --
      A patriot must always be ready to defend his country against his government. -edward abbey
    14. Re:so true by roju · · Score: 1

      RE4 was super frustrating for that. Take the rifle, zoom in, look around, shoot the only baddie, take a step forward, and suddenly there is a horde of baddies on a path that was otherwise empty for 500m a second before? F-that.

    15. Re:so true by Anonymous Coward · · Score: 0

      That same section has you using the missiles to break a big glass window. There's an alternative solution there too. Shoot a portal in the ceiling. Shoot a portal in the floor below it. Drop a heavy object, like a chair, into the floor portal. Wait for it to reach terminal velocity. Reshoot ceiling portal onto wall. Watch as chair comes flying out to break the glass.

    16. Re:so true by mcvos · · Score: 1

      Having one of my own, I can assure everybody there's nothing wrong with red-headed offspring.

    17. Re:so true by Anonymous Coward · · Score: 0

      Car alarms; before the tank could throw cars and the car alarm would alert the horde as well. This was very unfair in pvp.
      It was a tradeoff between considerably fucked over unfairly and immersion. I'll take a balanced game that's fun, over a game where the tank just smashes the car alarms over and over, summoning millions of zombies every second.

  7. Portal by Weedhopper · · Score: 3, Insightful

    Did it right.

    Almost every other game with a gimmick = does it wrong.

    1. Re:Portal by Kell+Bengal · · Score: 1

      Alas, even portal had a suspicious number of 'unportalable' walls.

      --
      Scientists point out problems, engineers fix them
      altslashdot.org: The future of slashdot.
    2. Re:Portal by Miseph · · Score: 2, Insightful

      Yes, but it was consistent, predictable, and given the context there was an internally plausible explanation: however the gun works, it doesn't work right on certain surfaces. I agree that it might have been nice if they found some other way of limiting the portal spawner's power, but all things considered it was pretty well done.

      Better the gravity gun from HL2, which was really just an example of what happens when only 1/4 of the objects in your environment are actually objects. WAY better than Red Faction, where terrain could be destroyed, but only in small amounts, only so much within a load zone, had no other physics (yay floating rock islands!), and only where it wasn't actually useful to do so.

      --
      Try not to take me more seriously than I take myself.
    3. Re:Portal by OnePumpChump · · Score: 3, Interesting

      Play it again with commentary on. Valve are really seriously thinking about this stuff.

    4. Re:Portal by grumbel · · Score: 4, Interesting

      Valve is really serious about play testing their games to death, which sadly however also removes what makes games interesting, as instead of giving you something interesting to discover, the games are so smooth and through fully tested that you have close to zero chance to discover anything the developer didn't intend.

      Valve games for me are like amusement park rides, sure they are fun and all, but at the end of the day you are riding on rails, seeing a well crafted show, not an actual interactive world.

    5. Re:Portal by imakemusic · · Score: 1

      I thought the gravity gun worked quite well. Most of the things it didn't work on were either nailed down or too heavy to pick up/move. If you use a console command to increase the max power of the gravity gun you can even pick up cars and throw them.

      --
      Brain surgery - it's not rocket science!
    6. Re:Portal by thegarbz · · Score: 2, Interesting

      I don't get this? You prefer to find bugs or areas of the game you can get into but not get out of? The point of the game is for a developer to tell a story. You shouldn't be able to discover anything the developer didn't want you to. Otherwise it becomes what essentially amounts to a bug.

      Now if this makes the game boring then that fault lies squarely on the developer.

    7. Re:Portal by grumbel · · Score: 1

      I don't get this? You prefer to find bugs or areas of the game you can get into but not get out of?

      Areas you can't get out of are annoying. Little things that the developer never intended however rank among the best experience in gaming I ever had, because that are the fleeting moments where the game stops being a game and becomes its own little virtual world.

      Some games are deliberately designed to work like that, like Mario64 where your goal is simply to reach the star, but the game is rather vague in how you do that, so you can do it however you want. But in others its more accidental, in Mario64DS for example you get new characters with different abilities then in the original and with those abilities you can basically sequence-break your way through many levels. Its not quite as originally intended, but its a ton of fun.

      Another example would be Drakan for the PS2, the AI is quite broken as it can't pathfinding its way around obstacles, but that didn't break the game, it made the fights more interesting. As it shifting the game from just "swinging your sword" to "out smart the AI".

      Operation Flashpoint is also full of moments where you end up doing whatever works instead of doing what was intended. When your job is to sneak into an enemy base and blow up some tanks, you can often get away with just stealing a tank and shooting the base into piece with that. Or in some missions you can try to shoot helicopters from the sky with an LAW, its not what the weapons was designed for and most of the time you will simply miss, but if you hit, it is simply great.

      There are of course also mechanics like rocketjump and strafejumping that weren't designed on purpose but simply resulted from broken physics, yet they enhanced the game as a whole.

      Games often just contain to much hand holding and it simply feels good when you find a solution that works but doesn't follow the predefined path.

    8. Re:Portal by Demonantis · · Score: 1

      Notable example is one part in portal you can "cheat" by executing a skilled momentum move and you feel all intelligent because you didn't have to follow the task, but still beat it. You then play through the commentary and find out that valve knew about the trick, but felt execution of the trick was harder then the actual puzzle so they left it in the game.

    9. Re:Portal by Jarik+C-Bol · · Score: 1

      I never saw a floating rock in red faction. But if you think that the limits in red faction where bad (and the limits where mostly to prevent murdering computers) you should look above at my post about red faction 2, where you had a bag of explosives, and 98% of the world was indestructible. (and the 2% that was breakable was not breakable in your favor, it was cover that evaporated after the first rocket blast)

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
    10. Re:Portal by Anonymous Coward · · Score: 0

      Well, they may do that, but I'll say Portal is the only Xbox game I've ever played where I fell through a floor, watched the 3-d map slowly fade into the distance, and had to lose all my saved progress since I was floating around in deep space ...

    11. Re:Portal by pathological+liar · · Score: 1

      Hah. Spoken like someone who's never played TF2. Maybe their QA department is overworked, maybe regression testing a game just sucks, maybe it's just the number of people playing the game, but there are constant bugs/glitches affecting gameplay. The fixes often introduce new bugs/glitches of their own.

      On the other hand, even on the old stock maps that people have been playing to death for almost 3 years now, I still see people coming up with new ways to do things.

    12. Re:Portal by Monkeedude1212 · · Score: 1

      This is where I don't follow you. You mentioned in a lower post about "things the developer didn't intend" and Portal has quite a few of those things listed in there.

      You can watch the commentary where they mention the "ninja solution" to a particular level. It was something that one of their beta testers discovered, and rather than fixing it, they let it stand for other people to discover. There's also a few bugs that have been used for speed-runs, such as portal bumping.

      I just don't follow what you mean by "interactive world" - since they all seem the same to me. In just about every game I can think of there is a way to break free and do something the developer does not intend. Perhaps when it comes to Valve games, it's just a little tougher to find them.

    13. Re:Portal by Jonathan_S · · Score: 1

      Operation Flashpoint is also full of moments where you end up doing whatever works instead of doing what was intended. When your job is to sneak into an enemy base and blow up some tanks, you can often get away with just stealing a tank and shooting the base into piece with that. Or in some missions you can try to shoot helicopters from the sky with an LAW, its not what the weapons was designed for and most of the time you will simply miss, but if you hit, it is simply great.

      I had a couple moments like that in Halo.
      There's one section where if you hit the enemies just right you can steal a plane (banshee) use it to wipe out everyone, including one of their heavy tanks, and then skip an entire section by flying down from the elevated bridge you started on rather than fighting through a base to reach the lower door.

      On the beach assult level there a scripted section where all the AI marines get killed while you're underground. Except you can find hiding places for them where they will survive. Also in that there's a cutscene, letting you know you unlocked a door across the island, where you see a sword equiped enemy step out. One time I left a jeep next to it and discovered it wasn't exactly a cut scene. You could see the sword guy taking fire from the jeep's gun.

      Or when you have to fight your way back through one section, I like to take a ghost vehicle, run all the way to the end of the level, ignoring the enemies, steal a plane, and fly up to the elevated bridge that's suppose to be part of a different level. From there snipe and rocket the enemy until I get bored, and switch to ground attack runs with the plane.

      It's those level breaking moments that have the best memories.

    14. Re:Portal by SharpFang · · Score: 1

      Mostly yes, but you are wrong here about Portal. Yes, they did foresee about everything you could do "out of the box" in the game, playtested every gimmick to death. Then they left them in, 100% untouched, and created the challenges that require you to find them yourself.

      Yep, there's this pit which you can use to jump to the cube to press the button to lift the platform to access generator to pass the globe to power up the exit lift.

      Or you can launch the portal next to the exit lift, propel yourself into the pit and reach the exit in 2 portals and 30 seconds. You just got silver medal. Want gold? Better learn bunny-hopping because then you'll reach the exit lift in 8 seconds without using portals at all..

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  8. Portal (spoiler) by Anonymous Coward · · Score: 5, Insightful

    This is exactly why Portal was so awesome. Although it was a FPS, it behaved like any old 2D puzzler. It started out the same way for 15 levels: Light walls you put a portal on, dark walls you don't put a portal on. I began to see the game abstractly, like looking at a Minesweeper board. Then you go behind the wall and find the surprise. "The cake is a lie" was a funny internet meme for a year, but before that it was kind of disturbing to see for the first time. More games should challenge your expections, I hope the sequel lives up to it.

    1. Re:Portal (spoiler) by Anpheus · · Score: 5, Insightful

      I felt like I better knew the character of GLaDOS from four or five hours of gameplay with Portal and sparse dialog than I know the characters of most movies.

      The gameplay mechanic being insidiously clever and fun helped too.

    2. Re:Portal (spoiler) by delinear · · Score: 5, Insightful

      The fire part was one of the best scenes I've ever encountered in a game - you always knew it (or something like it) was coming, but when it happened you really felt like the rules of the game had completely changed, suddenly you're not being hand held through a simple puzzle, you're dropped into a situation where you have to use what you've learned and instantly react or die, and the character of GLaDOS played such a massive part in building the atmosphere leading up to that.

  9. WTF? Why can't I use the Phoenix Down on Aeirith? by Weedhopper · · Score: 4, Insightful

    I always hated this part of RPGs.

    The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.

    Planescape Torment is one of the few that get this mechanic even close to right.

  10. Re:Listen up, Peter Pan... by sortius_nod · · Score: 4, Interesting

    I'll bite...

    You can't throw a gimmick in that's not part of the game mechanics. To me, a game mechanic is no different to a real life mechanic. If it happens on A, it should happen on B, C, D, through Z. To restrict the player to using the gimmick a set times is just as bad as these stupid quick time events. "Press X to do something without skill", yeh, that's full immersion.

    A game that breaks it's own rule set is a game that's not fun. The device in Singularity is supposed to be some sort of "I win!" button... at least that's what they were teasing for months before release. If you can't figure out how to limit it's use (via ammo or power levels) in a logical manner, why even put it in game?

  11. QTE's by Anonymous Coward · · Score: 0

    QTE's are the absolute worst

    If you don't play many games QTE stands for quick time event. It's when the game goes into a cinematic but forces you to press buttons at the right time to "pass" the movie. Basically the game will go out of the game and into a cut-scene. You'll be watching Lara Croft trying to outrun a bolder or whatever like a movie, then the game will flash the A button on the screen and you have to quickly press A or you'll get the movie her getting squished by a boulder. After you get a couple of those, ever time you come to a cutscene in the game you're watching the screen like a hawk waiting for it to flash a button so you don't miss it and have to start over. Takes you completely out of the game.

    1. Re:QTE's by Stormwatch · · Score: 1

      I'd usually agree, but there was one time when it worked incredibly well: the rooftop battle in Shenmue II. It used "Command QTEs" - the game freezes for a moment to show you a whole button combination to replicate. The whole scene felt truly epic. And it felt right, just watch it -- It'd be too hard to enter such precise moves with normal gameplay.

    2. Re:QTE's by delinear · · Score: 1

      And just as bad, it means you don't get any breathing space in between intense scenes because you can't just think "oh, cutscene, I'll just relace for a minute" as you said, you have to watch the screen like a hawk or be forced to sit through the whole thing again. On top of that, it completely kills any replay value - I'd like to be able to replay the game (on a harder difficulty setting for instance) and just skip these parts once I know the story, being forced to sit through them to catch some pointless interaction is frustrating, does anyone find this "fun" or believe that it brings anything to the experience?

  12. Oblig: Red Faction by GF678 · · Score: 2, Insightful

    Yes, Red Faction. A game which touted the ability to use a rocket launcher to blow the shit out of rocky caverns and construct new tunnels to traverse through... and yet when fired at the partitions in office cubicles would do absolutely nothing.

    Still, apparently it worked much better in multiplayer. Probably because the need to artificially limit the player was less of a requirement in MP than it was in SP.

    1. Re:Oblig: Red Faction by Anonymous Coward · · Score: 0

      Hell you couldn't even dig tunnels through caverns unless it was specifically flagged as a 'dig here spot' go good boy dig dig....

      That game was such a letdown.

    2. Re:Oblig: Red Faction by HopefulIntern · · Score: 2, Interesting

      Red Faction, the first one, was actually really good with its Geo-Mod tech. Your point is valid, there were some times when you had indestructible object (often things which in real life would be a lot weaker than a solid wall of rock) but all in all I think they did a great job on it. The first Red Faction game was, coincidentally, the first PC game I pirated, played through the campaign, then went to the store and bought, for the multiplayer (which was fantastic, except for the odd dick who would just camp with a rail gun).

      Aside note: Was Red Faction based on Total Recall, or rather, PK Dick's novel? The story line seems very similar in some places.

    3. Re:Oblig: Red Faction by Anonymous Coward · · Score: 0

      Yes, Red Faction. A game which touted the ability to use a rocket launcher to blow the shit out of rocky caverns and construct new tunnels to traverse through... and yet when fired at the partitions in office cubicles would do absolutely nothing.

      Yeah... 100% destructible environment would be nice.... Wait. What year is it? 2025? And have we finally moved past using polygons for 3D?

      Still, apparently it worked much better in multiplayer. Probably because the need to artificially limit the player was less of a requirement in MP than it was in SP.

      Actually, probably not. Multiplayer maps use a lot of placeable objects (at the expense of speed/memory/loading time) but are simultaneously smaller and less complex. Singleplayer maps OTOH tend to use a lot of static geometry instead.

    4. Re:Oblig: Red Faction by Jarik+C-Bol · · Score: 1

      there was that one multiplayer map where you could drop about half of the upper portion of the level down on the bottom half if you where quick and did it before other players broke to much and maxed out the geomesh. that was always fun.

      --
      I've decided to Diversify my Holdings. I've divided my cash between my left and right pockets, instead of all in one.
  13. Re:Listen up, Peter Pan... by Hognoxious · · Score: 0, Redundant

    To me, a game mechanic is no different to a real life mechanic. If it happens on A, it should happen on B, C, D, through Z.

    So if I can set paper alight, I should be able to do the same with sand? If I can bite an apple, I should be able to chew a rock?

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  14. Quick Time Events by cOldhandle · · Score: 5, Insightful

    For me, quick time events are the worst offenders of all that have ruined many modern games for me (Resident Evil 4/5, God of War series, Uncharted, etc.) . Interrupt the game, destroy the atmosphere by displaying console-specific button prompts, and then force the player to play some lame simon-says game resurrected from the dark era of "interactive movie" games on the mega-cd. Yeah, that's a great idea...

    1. Re:Quick Time Events by SheeEttin · · Score: 1

      Oh god don't remind me.
      I'm working my way through RE4 on the Gamecube (my first Resident Evil game, which I still haven't completed), just creepin' along a passageway, when OSHIT A BOULDER FUCKING RUN PUSH BUTTONS WHAT BUTTON A PUSH A PUSH OTHER BUTTONS WHAT WHICH BUTT--dead.
      I got up to about the third button combination before I gave up. Either that's where I stopped or someone did it for me; I don't remember.

    2. Re:Quick Time Events by Zironic · · Score: 1

      They serve a point though, the idea is that they want the hero to do cool moves that are outside the normal combat set, so they have to show a cinematic. However people dislike cinematics because they can't do anything, so they attempt to make the cinematic interactive through quick time.

    3. Re:Quick Time Events by Weedhopper · · Score: 1

      Yep. It was interesting when GoW did it. Now it's just lazy.

      I get the first QTE in any game demo and that's it for the game. I started Star Wars: Force Unleashed. Got the first QTE, quit the game. Fuck that noise.

    4. Re:Quick Time Events by delinear · · Score: 2, Informative

      Just make them skippable - the people who want to see the cool move get to, the people who don't want to be annoyed by having to randomly mash some button are happy, I know they probably spent a lot of money on that cut-scene but if I don't want to watch it there's little advantage in forcing me to, I won't thank the developers for it.

    5. Re:Quick Time Events by delinear · · Score: 1

      ME:2 at least tries to give them some purpose, such as being able to target a gas pipe to kill a bunch of guys to make the next fight slightly easier, but it's still frustrating, especially having already played through the game once, to be forced to watch a scene you already know (you can actually skip most scenes in ME:2 except the ones where you can interact) when you're just eager to get into the action.

    6. Re:Quick Time Events by noidentity · · Score: 1

      I actually liked those, when they were just a single pair of buttons you had to press out of the blue. The ones where it's multiple throughout a cutscene, those were annoying because they were stupid hard sometimes.

    7. Re:Quick Time Events by Securityemo · · Score: 1

      I interpreted it as a way to keep the suspension up on the edge - like in the knife fight in RE4 for example, or the lasers. if you know there might be a split-second reaction coming up, that doesn't kill immersion, it increases it. For me, at least.

      --
      Emotions! In your brain!
    8. Re:Quick Time Events by tepples · · Score: 1

      Interrupt the game, destroy the atmosphere by displaying console-specific button prompts, and then force the player to play some lame simon-says game

      Let me guess: You hate both the WarioWare series and the entire genre of rhythm games.

    9. Re:Quick Time Events by CAIMLAS · · Score: 1

      Similarly, the "bullettime" in Fallout 3 was really irritating - not when you went into the turn-based mode, but when you got a critical and it had slow animation. When you were grinding through the Super Mutants in the DC strip it was particularly agitating, because by that point in the game you got a lot of criticals and it only took 1-2 shots with a rifle to take them out.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    10. Re:Quick Time Events by PReDiToR · · Score: 1

      I know they probably spent a lot of money on that cut-scene but if I don't want to watch it there's little advantage in forcing me to, I won't thank the developers for it

      Hideo Kojima, I'm looking at you!

      I bought a PS3 because I fell in love with MGS4 and HAD to have it. I don't regret the purchase although I detest the company that makes the PS3 on principle.
      I have played the game through from start to finish, attained all the emblems and still like to chuck it in and have a rattle round the maps and sneak or spray bullets depending on how I feel.

      What is it with all those bloody calls from Otacon, those lovely looking scenes that take up to about 12 skips to get through so that you can get back to the actual game?

      The first time through the game is amazing, you're playing a movie with interaction. After 5 times you're just sick to death of Drebbin shouting "Don't fall off!" and Otacon reassuring you that "You can do it!" while you're on the top of the weapons shop vehicle.

      --

      Do not meddle in the affairs of geeks for they are subtle and quick to anger
  15. Misuse of the term "immersion" by bonch · · Score: 1, Redundant

    Is anyone else tired of the gaming press obsessing over their beloved immer-shun? They've latched onto this word as a rallying cry when they want to complain about something that reminds them they're not some unstoppable, auto-healing badass. Immersion doesn't mean "realism." It just means you're really absorbed into something. You can be immersed for hours in Tetris, but it doesn't mean you believe you're in a plausible world of randomly falling blocks. Stop whining about your beloved sense of immer-shun.

    1. Re:Misuse of the term "immersion" by Anonymous Coward · · Score: 0

      I do believe the right term is, or atleast used to be, "suspense of disbelief".

    2. Re:Misuse of the term "immersion" by Vintermann · · Score: 1

      but it doesn't mean you believe you're in a plausible world of randomly falling blocks.

      What? Do you mean ... hey, don't you try ruining it for me!

      --
      xkcd is not in the sudoers file. This incident will be reported.
    3. Re:Misuse of the term "immersion" by Vintermann · · Score: 1

      Suspension. But yes.

      --
      xkcd is not in the sudoers file. This incident will be reported.
    4. Re:Misuse of the term "immersion" by SEE · · Score: 3, Informative

      First, Tetris has no narrative, while these games do. Immersion in a narrative is different than absorption in a puzzle. Just because they're both "games" doesn't mean you can successfully mix-and-match the fundamentally different experiences of narrative and puzzle. Narrative immersion isn't dependent on realism, but internal consistency. There's a willing suspension of disbelief, and if you break it, you've failed as the crafter of a narrative.

      Second, even puzzle absorption can be broken by jarring inconsistencies. If Tetris had random blocks that couldn't be moved or rotated, or sometimes arbitrarily reversed the effect of a rotation, the change would break puzzle absorption, and the game would have been much less successful.

    5. Re:Misuse of the term "immersion" by sancho_pancho · · Score: 1

      Whoah! You just figured out a way to make a better Tetris. Random blocks that can't be moved or rotated! I'd play that.

  16. HUD by grimdawg · · Score: 2, Insightful

    This is the problem with a HUD. Health bars look dumb, and remind you that you're not playing a person but some abstraction of a person. Magic bars, too. It's unfortunate that the real-world mechanics of death are no fun to play, and so we have to create an unreal world, but hiding this is an important aspect of design in *SOME* games.

    On the other hand, the current crop of games trying to 'go no HUD' are often worse. Putting the health bar on the player's back doesn't make it less of a health bar, and serves only to remind me that they're trying to fool me. HUD is at worst a necessary evil, and at best a useful tool.

    --
    There are 10 kinds of people in this world: those who understand binary, and nine other kinds of people.
    1. Re:HUD by HopefulIntern · · Score: 2, Interesting

      Many shooters these days (Bad Company 2, even MW2) offer so-called "Hardcore Mode" which, in addition to being closer to realism (bullets actually kill quite quickly, in small amounts) they remove most if not all aspects of the HUD; no crosshair (so firing from the hip is fairly blind-fire), no healthbar (you are either dead or not), no ammo display (you keep track of how much ammo you burn. when it's empty it's empty), no map (unless you have a UAV in the air, in the case of MW2). The score/time left is also not readily available unless you bring up the scoreboard.

    2. Re:HUD by grumbel · · Score: 2, Insightful

      It's unfortunate that the real-world mechanics of death are no fun to play,

      And yet I had the most memorable experiences ever with games like Another World or Operation Flashpoint where you die rather realistically (AW: one shot kills, touching anything dangerous kills also instantly, OF: one shoot may kill you, two almost certainly do and if you have bad luck you survive and can only crawl).

      The problem with health isn't health itself, but really the enemies you are fighting. With most games you are a sole hero fighting whole armies of enemies and while both of you are "human" you fight by completly different rules. Enemies die after a head shot, yet players can take plenty and still walk away just fine (thanks to huge health supply). It is that point where the immersion falls apart, as it becomes obvious that the game doesn't even follow its own rules. If you fight enemies that should have the same strength as you story wise, they should have that strength also in gameplay, yet in lost of games they just don't.

    3. Re:HUD by grimdawg · · Score: 1

      I'm not trying to say there aren't times when realistic health works great; only that in plenty of cases (I'd argue in the overwhelming majority) it isn't ideal.

      --
      There are 10 kinds of people in this world: those who understand binary, and nine other kinds of people.
    4. Re:HUD by Eudial · · Score: 1

      Mass Effect 2 did it quite nicely though, with the whole blood-shot screen thing when you got hurt. It also had a health bar, but still, you didn't really need to pay as much attention to that.

      --
      GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
    5. Re:HUD by delinear · · Score: 1

      But then games that do away with the health bar but still have the concept of health risk annoying the player, too. One of my only gripes with Red Dead Redemption is that I'd quite like to know how much health I have when I'm in a gunfight, can I risk sticking my head out of cover for one more shot before wasting a health pack, or will that throw me back to the start of the encounter, I shouldn't have to judge that by how red the screen's turned (hmm, is that crimson or ruby, I can't tell!).

    6. Re:HUD by Anonymous Coward · · Score: 0

      No, HUDs don't break immersion. See, I think the real issue the author is talking about is when the suspension of disbelief is broken.

      When immersed in a game, one ceases to remember that one is playing a computer game and pretends one is 'directly' in the game world. Sure, there might be a HUD, and chances are the player is using a mouse or a controller or something to interact with the game; but when immersed these become sub-conciously visible; the concious mind doesn't really notice it directly.

      However, to do immerse oneself requires the suspension of disbelief, because you cannot immerse yourself in a world you disbelieve in.

      (Conversely, breaking the supension-of-disbelief automatically breaks immersion for that reason.)

    7. Re:HUD by Drakkenmensch · · Score: 1

      Some games offer interesting compromises. Half-Life starts with no hud, until Gordon gets hsi suit and the suit's control explains why you see that display on your screen. Dead Space has the HUD components show as holographic displays for Issac's viewing, with his health bar on his spine as the power source of his life support.

    8. Re:HUD by Animaether · · Score: 1

      Health bars look dumb, and remind you that you're not playing a person but some abstraction of a person.

      That's what I liked about an old DOS game; instead of health bars and overall "either you're still healthy or you're dead" mentality, there was a small map in the bottom of the screen which showed exactly where you got hit. Hit in the leg? You didn't run so fast anymore. Hit in the arms? There goes your aim.

      I wish I could recall the title.. I was going to write 'Cyclones' here, but a quick review of a youtube gameplay video tells me that wasn't it (Cyclones instead being the awesome title where aim and walking direction were semi-decoupled; also the same year SSI released Dark Legions.. ahh, memories).

    9. Re:HUD by Quirkz · · Score: 1

      It's unfortunate that the real-world mechanics of death are no fun to play...

      Hm. Now it would be quite intriguing if the mechanics of death WERE fun. Obviously it'd require a premise with something to make it interesting -- an afterlife and reincarnation and possibly a multitude of worlds, for instance. Dying isn't dying, so much as transitioning to the next world, where you do things there. Perhaps you'd split your time between the afterlife and this world, dying and being reborn in order to work on a project inextricably linked between the two planes. Maybe you'd have to go out of your way to die at the right time and place, or with the right kind of karma, to set up your next transition so you end up where you'd like (land in the right circle of hell, say, or be reborn into the right village, or with access to the right people and resources).

      It sounds kind of weird, but I think it's something I could see myself playing. It's also something I could see not going over well with parents ("this game teaches kids it's okay to die!") Guess you could also try a variation where you're a robot, and your electronic brain keeps being transplanted into different kind of machinery depending on where and how your current body is deactivated. That might be a little more sanitized.

      Still, I can only imagine the player's shock and delight the first time their character dies, and they think they're going to have to start over, only to realize that the afterlife is actually the next level! But of course they only have a limited time to finish what they want before they're reincarnated and sucked back into some new spot in the mortal world.

    10. Re:HUD by Securityemo · · Score: 1

      One of the better I can think of is the simulated helmet in Republic Commando, complete with a forcefield wiping off viscera. At times, it really feels like you're in a stormtrooper armor.

      --
      Emotions! In your brain!
    11. Re:HUD by Jotii · · Score: 1

      Call of Cthulhu: Dark Corners of the Earth is completely HUD-less. If you're hit, the camera jerks a bit. The colours fade to grayscale as you lose blood. If your leg is hurt, you limp. Sanity loss (a big part of the game) comes with irregular breathing, hallucinations and voices.

      The game is very immersive and scared the crap out of me.

      --
      [sig]
  17. Classic for me was Quake by not_a_product_id · · Score: 1

    I could have a rocket launcher capable of seriously hurting the biggest monsters but I couldn't so much as crease the pages of a book on the bookshelves. Damn it!

    --

    ---
    We spoke for about a half an hour. I don't recall a thing we said. - Colorblind James Experience

    1. Re:Classic for me was Quake by Anonymous Coward · · Score: 0

      There were books in Quake?

      For that matter I seem to recall the biggest monsters specifically taking drastically reduced damage from rockets as well...

  18. Re:WTF? Why can't I use the Phoenix Down on Aeirit by ultranova · · Score: 1

    The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.

    You can't heal or revive him for the same reason you can't simply use Phoenix Down on Aeris, or why using nuke-level summoning magic in the middle of a city doesn't leave it a smoking ruin: you are acting out a pre-scripted story. The more degrees of freedom you have, the harder it becomes to keep the story from breaking; and judging by the "how to make the players do what you want" -sections in some tabletop DM guides I've read, it seems that this phenomenom is not limited to the realm of computer RPGs.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  19. Re:WTF? Why can't I use the Phoenix Down on Aeirit by IllusionalForce · · Score: 1

    The solution to that is just having a minimal story, like NetHack does. You simply have a story outline and you're free to make up more parts yourself through conducts or similar things.

  20. Re:WTF? Why can't I use the Phoenix Down on Aeirit by OnePumpChump · · Score: 1

    The problem with this situation, though, is that all of a sudden something that you usually can do is not allowed.

  21. Re:Listen up, Peter Pan... by ultranova · · Score: 3, Informative

    To me, a game mechanic is no different to a real life mechanic. If it happens on A, it should happen on B, C, D, through Z.

    Unfortunately, a game mechanic is not the same as a real life mechanic. In real life, adding a particle to a system increases the system's information processing ability, allowing it to keep behaving at the same speed and level of detail as before. In virtual worlds, the total processing power is (very) limited, so adding a part to the simulation slows it down, unless it switches to a higher level of abstraction; but that means that all those high-level properties that exist as a result of low-level properties are lost, unless the new level of abstraction is specifically defined to have them.

    In other words, computers are nowhere near as fast to run consistent physics for any reasonable-sized world. Scribblenauts gets close, but as a result, the levels are very small.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  22. Inmersion noisremnI by Tei · · Score: 1

    I have learned the hard way, that not everyone want full inmersion in his games. There are people just now, playing the "achievement metagame" and using Red Dead Redemtion for that.
    Or there are people just now, playing and chatting in Borderlands, playing the metagame of searching a shotgun with acid rockets.
    So, we all search different things in games, and only a subset of the gamers group want full inmersion.

    All the console games have visible buttons that suposedly helps the player remenber that X reload the ammo of the gun, and things like that. On the pc we don't need to remenber that the key R do the Reload of the weapon. So theres like different needs for metainformation that break inmersion in different gamming areas. The consoles dudes need more metainformacion. There are PC games, like AvP where the alien just have a tiny bar on the bottom, nothing else is need to play as alien.

    --

    -Woof woof woof!

  23. Not just games by coppro · · Score: 2, Insightful

    This is like a modern cartoon. American children's cartoons tend to be the worst offenders. Backgrounds are usually static while only the foreground is animated. The background might even be drawn with different penmanship or a different style altogether (e.g. a watercolor background). Sometimes the effect works, as it does in some video games, but in particular if a character has to interact with an element of the background, then things start to look very out of place.

    My personal favorite example was from a cartoon showing a series of fences. They were mostly soft, pretty detailed. Except every fence had a few panels in a line that were drawn with heavier lines and flatter colors. It was easy to predict that the scene included a character breaking through those panels.

    1. Re:Not just games by Stormwatch · · Score: 1

      My personal favorite example was from a cartoon showing a series of fences. They were mostly soft, pretty detailed. Except every fence had a few panels in a line that were drawn with heavier lines and flatter colors. It was easy to predict that the scene included a character breaking through those panels.

      I also noticed this kind of thing in a scene with a series of closet doors, one of them looking clearly different.

    2. Re:Not just games by Scott+Francis[Mecham · · Score: 1

      Don't think that the characters themselves haven't noticed.

      --
      --
    3. Re:Not just games by BigSes · · Score: 1

      In games, I remember that Sierra On-Line's point-and-click VGA adventure games (Leisure Suit Larry, Kings Quest, Space Quest, etc) seeming to be the biggest offenders of this type of thing. If you got stuck, you just clicked on the "out-of-place" looking item, door or character on their nicely drawn or painted backgrounds. However, it really served as a good hint sometimes.

  24. Re:Listen up, Peter Pan... by jpate · · Score: 1

    I've always felt this about the chain shot in zelda games. A big part of the appeal of zelda games, for me at least, is feeling like you really are exploring another world, then all of a sudden you get this device (which nobody else seems to have) which can only hook onto a relatively small number of things which just so happen to exist at exactly the places they are needed.

  25. Re:WTF? Why can't I use the Phoenix Down on Aeirit by bertok · · Score: 1

    The solution to that is just having a minimal story, like NetHack does. You simply have a story outline and you're free to make up more parts yourself through conducts or similar things.

    OMG... I just realised I hadn't ascended in months.

    I knew I was missing something.

    Thanks for reminding me!

  26. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Your.Master · · Score: 1

    That's not a solution, it's a sacrifice; one I'm completely unwilling to accept, especially at that extreme.

  27. Re:WTF? Why can't I use the Phoenix Down on Aeirit by WaroDaBeast · · Score: 1

    Reminds me of Arcanum, in which a lot of dead NPC's couldn't be resurrected. Your party members and some NPC's could, but not everyone.

    --
    "The body may heal, but the mind is not always so resilient." -- Deus Ex: Human Revolution
  28. Re:Listen up, Peter Pan... by sortius_nod · · Score: 1

    So you're saying that something that's already in-game is going to chew more processing power?

    Restricting it to certain objects is just artificial obstruction and has nothing to do with processing power. How is it that I can destroy everything in a game like Red Faction 2, but Singularity restricts the use of a device that's essentially the core of gameplay?

    You're making excuses for bad game design by saying it's a technological restriction.

  29. Re:Listen up, Peter Pan... by sortius_nod · · Score: 1

    Nice strawman. Either that or you really missed the point, in which case, why are you reading slashdot?

  30. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Pentium100 · · Score: 2, Insightful

    However, the game could have consistent rules. For example, raising-from-the-dead magic can fail to work if the dead guy was blown up (you could revive him, but not put him back together) or killed with a magic spell that prevents revival and then have the plot important death happen this way.

    The nuke level magic spell could, for example, be limited to living things and/or just your enemies. But if you say that the spell works just like a nuke, then I expect to be able to level a city with it.

    But if I have a rocket louncher using which I can destroy various wooden barriers then I should also be able to destroy the locket rotting wooden door or at least be offered a reason why I must find the key (there is no way to launch the rocket safely because earlier I found out that launching a rocket from a closed space can be bad for your health; the sound will alert someone or whatever) and not just "yea, you could blow a hole in that wall, but here your 10 rockets won't work against this door, save them for when you need to blow up a battleship"

  31. paper mario wii by crossmr · · Score: 1

    This one was bad.. you'd walk along until you were stuck. As soon as you were stuck you knew you had to flip the view to continue on.... it might as well just auto-flipped.

  32. Quake 3 by lmnfrs · · Score: 1

    Being in an alpha phase, not to mention leaked, adds greatly to the enjoyment. The Quake 3 logo was a well designed update, since it was a new engine and all.. But back when the leak showed up, players learned to plasma jump.

  33. Re:WTF? Why can't I use the Phoenix Down on Aeirit by SharpFang · · Score: 2, Insightful

    reminds me of Eye of Beholder 2, where you fall down a random pit, find a bunch of bones with a complete skeleton mixed with them, and if you bring the skeleton to an altar of resurrection, you gain a valuable party member.

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  34. Re:Listen up, Peter Pan... by Hognoxious · · Score: 1, Insightful

    "Strawman" != "analogy that you're too thick to understand", moron.

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  35. Re:WTF? Why can't I use the Phoenix Down on Aeirit by SharpFang · · Score: 3, Interesting

    Most of these guides will state: if your players have a point, don't deny it. If they really want to do something, let them and improvise. If you force players into something "just because" - because you failed to foresee it - you will hear "CHOO-CHOO! RAILROAD!" and get marked as a hopeless railroading fag of a DM.

    Some of the favorite motives and best gameplays in RPGs I played were where the players DID break the story and pulled it their way. Yes, the fucking genius wizard did figure out how to use the catapult. Yes, the canny gnome did repair the transport lift to get it to the surface. Yes, the greater earth elemental needed only 2 catapult hits instead of an epic battle. But the amount of heavy thinking they did outweighted the amount of heavy fighting they would do otherwise.

    Of course a computer game can't reasonably improvise and react to what developers didn't think about in a way players think is reasonable. Still, instead of noise of door handle flapping helplessly, Morrowind provided the player with one of hundreds generic interiors. Instead of a thousand empty or unbreakable crates, it filled them with generic, cheap, random stuff. Instead of transparent walls it used steep slopes which you couldn't scale but could levitate over - if you were advanced enough to possess levitation, or insistent enough to buy a potion instead of better gear...

    --
    45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  36. Nevertheless, it does break immersion by Moraelin · · Score: 2, Interesting

    While I can understand or at least guess the rationale behind it, it does break immersion every time it happens. Suddenly the game rules have temporarily changed to something completely different. It's like suddenly entering a room where you walk on the ceiling, or clicking on a link and on that site alone you have the toolbar browser on the bottom and the URL field disabled.

    It's stuff you notice because it's different from what you've been conditioned to do without even thinking any more. The whole game I've essentially learned that if someone is wounded, I hit the heal spell. And not just in that game, but in every game I've played or could control a healer.

    And I've already suspended disbelief in a reality where magic works and is an integral part of. We're not even talking Tolkien like worlds where there are two mages total, and they cast nothing more useful than making a staff's tip glow, but worlds where mages and clerics are a dime a dozen and every peasant goes to one when he has the sniffles. And if somehow you don't have one around, you could have been run through and had an arm lopped off, and one night of good sleep will fix that too. And suddenly all that doesn't work like that any more, and I have to suspend disbelief in why it doesn't work in this particular situation.

    And sometimes it really works by neither RL nor normal game rules. E.g., in Dragon Age Origins, when you meet that guy who basically gives you the quest to buy the Return To Ostagar DLC. (Yeah, they took nickel-and-diming the players that far. Now you have NPCs in the game telling you to fork over more RL money. And don't get me started on how much _that_ breaks suspension of disbelief.) That guy has been run through an left for dead, but he neither just stays unconscious RL-like, nor can be healed as per the normal game rules. You can revive him well enough to have a long and coherent conversation, but not well enough to actually stay alive.

    And, you know, I'm starting to find it lazy. They could always find some in game explanation for why that guy can't be healed. E.g., in Persona when they have to poke one of your characters unhealable, they actually have the bad guy prepare a spear that causes unhealable wounds.

    It's not even something outlandish. People actually believed that kind of thing IRL about various "magical" wepons. E.g., about the Crocea Mors sword of Julius Caesar. Any wound from it, no matter how superficial, kills. Or Persona essentially uses the Holy Lance in that role. (I've said "prepare" it previously, in that the setup of the game is basically reality by consensus. If enough people believe something, then it is real. So if you could get enough people to believe that you have the Holy Lance, then that spear _is_ the Holy Lance.)

    Heck, historically people believed all sorts of bogus stuff about various pieces of weaponry. We have good weapons, evil weapons, weapons that can't be sheathed back unless they tasted blood, etc. And those were people who would have had more reason to doubt it. In a game where we're already conditioned to suspend disbelief, how hard would it be to have some makeshift explanation for why that wound can't be healed.

    Or poison, now that's a low hanging fruit. Some special rare poison that can't be healed except by extraordinary means. Heck, it's the whole setup for Silverthorn, so if it was good enough for a novel, it must work in a game too, right?

    --
    A polar bear is a cartesian bear after a coordinate transform.
  37. Re:Listen up, Peter Pan... by delinear · · Score: 1

    So that means no guns in games unless I can shoot out every window in the game world and be able to kill people vital to the storyline? No rocket launchers that can take down tanks but can't destroy walls/floors and let me roam where I want? It's always been a trade off between making the game fun and playable, being able to tell a specific story and the constraints of the hardware, it's just that most of the mechanisms that have these unrealistic limitations are so ingrained that we don't question that a grenade launcher could kill five guys in a confined space but not damage the cardboard boxes right beside them. Should that be a reason to not try and introduce a new game mechanic to play around with tired old formulas?

    The important thing is not how you're constrained, but how constraining it feels in the game - there's no logical reason that the portal gun in Portal only works on certain surfaces, or why a portal has to be attached to a surface at all, but the game flows so well that we don't question this or see it as a limitation, indeed it's the very mechanism that makes the game challenging and fun. By the yardstick you set, that game would never have been made.

  38. Re:Listen up, Peter Pan... by ultranova · · Score: 1

    So you're saying that something that's already in-game is going to chew more processing power?

    No, I'm saying that most of the things that look like they are in the game aren't actually there. For example, if there's a dozen or so books sitting in a bookshelf in a game, the chances are that they do not exist as separate objects, but form a single object with the bookshelf - and that's assuming the bookshelf is an actual object in the gameworld, rather than just scenery. Even if you can knock down the bookshelf - which, as I said, is unlikely - the books are not going to be scattered on the floor, because they are not simulated as separate objects. To do so would require more memory and processing power than simply having a single "bookshelf" object, which is turn requires more processing power than just having an inert part of the scenery that looks a bit like a bookshelf.

    Restricting it to certain objects is just artificial obstruction and has nothing to do with processing power. How is it that I can destroy everything in a game like Red Faction 2, but Singularity restricts the use of a device that's essentially the core of gameplay?

    Because not restricting it means that you have to write potential interactions between the device and each and every object in the game. Also, as I said, most of the seeming objects actually aren't.

    I haven't played Red Faction, so I can't say about how it did this; but I strongly suspect that you're exaggerating when you say that you can destroy everything - if you keep shooting at the floor, how deep a hole can you dig?

    You're making excuses for bad game design by saying it's a technological restriction.

    Bad game design, in this case, consist of no realizing the technical limitations and keeping them in mind at the concept design stage.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  39. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Anonymous Coward · · Score: 0

    What!! Aerith dies?????

  40. Re:WTF? Why can't I use the Phoenix Down on Aeirit by grumbel · · Score: 1

    You can't heal or revive him for the same reason you can't simply use Phoenix Down on Aeris, or why using nuke-level summoning magic in the middle of a city doesn't leave it a smoking ruin: you are acting out a pre-scripted story.

    The problem isn't the scripting itself, Another World for example is completly scripted from start to finish, yet it never runs into those issues. The reason is simply: Another World doesn't have nukes or phoenix down. If you have items that by definition are so powerful that it becomes impossible to integrate them properly, they will end up feeling fake. In Another World on the other side you never encounter those. Your only weapon is a gun that you steal from a guard and it is the same gun that everybody else has. It works by simple consistent rules and when there is an object that looks like you can shoot it, you can shoot it. When you have a low object count it is possible to code those interactions. Many of todays games on the other side like to through tons of items at the player without ever fully integrating them into the world. Thus you get rocket launchers that can't even penetrate a wooden door. Thus I would prefer low objects counts with high interactivity instead of high object counts with low interactivity.

  41. Re:WTF? Why can't I use the Phoenix Down on Aeirit by loonycyborg · · Score: 1

    The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.

    You can't heal or revive him for the same reason you can't simply use Phoenix Down on Aeris, or why using nuke-level summoning magic in the middle of a city doesn't leave it a smoking ruin: you are acting out a pre-scripted story. The more degrees of freedom you have, the harder it becomes to keep the story from breaking; and judging by the "how to make the players do what you want" -sections in some tabletop DM guides I've read, it seems that this phenomenom is not limited to the realm of computer RPGs.

    No. The real problem is that game rules and scripts live in different worlds, use different rules. Basically the plot and the actual games have different assumptions about what player characters can and can not do. That is definitely inconsistent. I don't think reconciling plot and gameplay is that hard. There's absolutely no need to make one of characters to die to make a compelling story, especially if it takes place in the world where you resurrect people all the time. Just make up plots that make sense in the setting, do not blindly reuse cliches from stories set in RL.

  42. Re:Listen up, Peter Pan... by Anonymous Coward · · Score: 0

    He's just being hognoxious.

  43. Wrong word used here by Ssherby · · Score: 2, Interesting

    Immersion is the wrong word to use to define the concept described in TFA.

    What is described in TFA is much closer to what is called "The Suspension of Disbelief"

    In any game that is telling some sort of story, the objective is to design the game in a way that tells a story. And every good story should draw the "reader" into the imaginative world of the story (Suspension of Disbelief) so that the "reader's" imagination can assist in filling the gaps. Whenever a story includes or excludes certain details (inconsistencies) which cause the "reader" to be jarred out of the imaginative world of the story, it momentarily disrupts the "reader's" imagination.

    The best storytelling goes to great lengths to avoid such inconsistencies, while the worst storytelling doesn't care about "Suspension of Disbelief" at all and doesn't bother with trying to remain consistent.

    This is true for movies, or novels, and for storied games. It doesn't apply to games that have no story, such as Tetris. So, when a story based game has jarring inconsistencies or is injected with strange pauses while the player is required to complete some weird mini-game that doesn't fit the environment of the rest of the game, it disrupts the fun of the game by disrupting the Suspension of Disbelief.

    --
    You keep using that word.
    I do not think it means what you think it means.
    1. Re:Wrong word used here by drinkypoo · · Score: 1

      Oh, the irony of your sig. What you've missed is that suspension of disbelief is a component of immersion. A compelling story might be said to be another component. Attractive visuals (subjective as that is, especially when plotted over time in the real world) might be another. I mean, I don't feel like I'm @ when I play nethack, no matter how much I might enjoy it or how many times I might play it. I can suspend disbelief just fine because the world is internally consistent (items and monsters have properties which work the same regardless of which item you apply them to, unless that item has its own rules, which is fairly rare) but it doesn't make it immersive to any significant degree.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  44. Half Life 2 by CODiNE · · Score: 3, Insightful

    I'm just playing it now for the first time. It's pretty neat I felt tense and rushed as I was being chased through the city. Then about an hour into it I find this room with a ladder where you have to turn around and jump onto a pipe then walk on it to get to the next room. Dang I did it once then fell back down... after 10 tries I decided to go to bed.

    Or when I'm stuck in a little room full of water with 2 pipes connecting to it, one I can get out by the other is just out of my reach. Oh wait, I have a crowbar. Nope, can't use it that way.

    Oh well, just save it and come back later when I'm bored. If I come back later that is.

    --
    Cwm, fjord-bank glyphs vext quiz
    1. Re:Half Life 2 by Spatial · · Score: 2, Informative

      Then about an hour into it I find this room with a ladder where you have to turn around and jump onto a pipe then walk on it to get to the next room. Dang I did it once then fell back down... after 10 tries I decided to go to bed.

      Press E. It automatically moves you onto the pipe.

      I got stuck there for a while myself. One of the few failings of the game is how it never makes the mechanics of ladders particularly clear.

    2. Re:Half Life 2 by Anonymous Coward · · Score: 0

      The combat in the end of HL2: E2 is, in my mind, exactly the sort of problematic gameplay device the author of the article is discussing. I'll try to avoid any spoilers, but there's a climatic battle at the end involving a goofy device. The gameplay mechanic is really stilted in my opinion, and introduces a very arcade-like feel to the game. It really ruined the immersion of the rest of the game, especially coming at the end. It was unfortunate to me, because HL2:E2 was otherwise probably my favorite segment of the HL series.

      In this particular case, I think Valve got carried away with a successful gimmick--the gravity gun. Somewhere I was reading that Valve introduced this other device at the end of HL2:E2 as a way of exploring and extending the possibilities of the gravity gun. In the end, they should have been asking questions like "Is this furthering the narrative? Does it make sense in the game universe?"

    3. Re:Half Life 2 by Monkeedude1212 · · Score: 1

      There's really NOT very much Half Life 2 does that is meant to be truly difficult in terms of player control. When it comes to navigating the world, I never found a crouch jump needed, I never had to jump from a ladder to another area, all the things that generally make an FPS difficultly repetitive are really not present.

      The curve essentially boils down to two things:

      Learning where you actually need to go - their level design can be a little ambiguous at first, as you're not sure which direction to go when you enter a big room.

      And understanding their puzzles that are present. Yes, it COULD be difficult to control Freeman on this slippery surface while there are a bunch of barnacles on the cieling just drooling to get a piece of you. However, if you took a moment to look around, you'll notice they place a bunch of junk items that you can pick up and throw to tie up the barnacles to get past them. It's really up to you on how you play it, but there IS always an easy solution if you look for it.

      Perhaps you are having difficulty because you are trying to get somewhere the developers did not intend, or because you are missing something crucial to completing that part.

    4. Re:Half Life 2 by Quirkz · · Score: 1

      Yeah, I had a similar reaction to God of War. After I fell off the same plank and drowned about 8 times in a row, I turned off the game and haven't touched it since. Simply not fun.

    5. Re:Half Life 2 by CODiNE · · Score: 1

      Hah! Thanks, yeah that was lame. So the one time I made it on I must have button-mashed E by mistake and thought I'd finally nailed the timing of the jump.

      Coulda spent YEARS on that ladder!!

      --
      Cwm, fjord-bank glyphs vext quiz
    6. Re:Half Life 2 by SharpFang · · Score: 1

      "Oh well, just save it and come back later when I'm bored. If I come back later that is."

      If you paid for the game, it has served its purpose already.
      If you didn't... you horrible thief, how dare you steal the hard work?!

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
  45. Re:Listen up, Peter Pan... by JosKarith · · Score: 1

    "I haven't played Red Faction, so I can't say about how it did this; but I strongly suspect that you're exaggerating when you say that you can destroy everything - if you keep shooting at the floor, how deep a hole can you dig?" Fairly far. After a while you'll hit a different colourd rock strata that's indestructible - that's the edge of the box. In Red Faction 2 the scenery's not destructible, but pretty much all other objects are - you just might need to find the right gun.

    --
    'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
  46. Re:WTF? Why can't I use the Phoenix Down on Aeirit by JosKarith · · Score: 3, Insightful

    I especially love Cutscene Queens - where an NPC is awesome in a cutscene, then joins your party and proves to be lame. Or the time honoured "Boss X is an extremely hard fight. After the fight Boss X joins your party and somehow turns out to be mediocre at best"

    --
    'Don't worry' said the trees when they saw the axe coming, 'The handle is one of us.'
  47. Couldn't agree more. by NeverNow · · Score: 1

    I can think of many games I might have enjoyed, hadn't they been ridden with bullet time, time bending weapons, gravity controlling devices and the like. I understand that "keeping it real" is a huge constraint, but on the other hand a fantasy or sci-fi setting doesn't mean you can't just have a fantasy or sci-fi version of guns, shotguns and grenades. Also, like the post says, these gimmicks highlight the limits of alterable environments. Even the excellent Red Dead Redemption, which I just completed and absolutely enjoyed, would have been even more enjoyable to me had Rockstar been able to keep it fun, balanced and challenging without their version of bullet time. What I don't know is how many people actually enjoy such gimmicks.

    1. Re:Couldn't agree more. by dmomo · · Score: 1

      I haven't played many 1st or 3rd person shooter games, but I did just finish Red Dead Redemption. I thought the Dead Eye was slightly out of place, but I was able to forgive it because of this: My character is the sharpest shooter in the west. I, they player am not. If this were 100% immersion, it would rely on my personal skills as a sharp shooter. Oddly, it would break the immersion since my character would be a shitty gunslinger. Somehow they need to give a superior skill while still requiring me to show some skill on my own part.

      Still, I think they could of done away with that, as the "auto lock" seems to fill that same gap.

  48. Agreed by Tuan121 · · Score: 0

    I also feel a little cheated playing Singularity. Yeah the time device it's a cool idea, but the implementation is just silly. This game just turns into every time you are stuck it means you use the time device to turn a broken staircase into a working one.... yay? Oh gee, however will I open this door.. crush box, put box under, un-crush.

    Look I applaud the effort to add a new dimension, but in order for this to work a large majority of the environment has to be able to interact in the same fashion. Not once has there been multiple ways to escape a certain area in Singularity. You have to do exactly what they want you to do. You'd think with such an awesome device that wouldn't be the case...

  49. Physics and Flow by Bensam123 · · Score: 2, Interesting

    You know, this has been why I've been giving a lot of game developers shit the last few years wherever I go. I ridicule them as far as I can because they've gotten lazy and simply covered up good game design with graphics. Immersion is a very, very, very strong element in any game and game developers can't even seem to see the benefit of adding completely destructible environments to a game. Of course that means that game has to be less structured. IE you can't just run one guy through a bunch of carefully shaped alleyways against a never ending stream of bad guys they have to fight upstream against. Games such as CoD make you feel like you're a trout swimming up river. That's all it ever felt like. Being able to blow up buildings, crush your camping opponent with rubble, or shoot through the floor...

    There are so many really, really cool things they could do with games and yet they're still stuck making the same crap and regurgitating it because it had good sales or imitating a game that had good sales. It's really quite sad.

    I know this is almost completely left field for game developers, but they should take a few classes in psychology to learn about the people they're making games for. The term the opening post is referring to is called 'Flow' in psychology. It's really quite a easy thing to understand and I'm sure almost everyone has felt it. It's part of what makes up a good game as well. Being able to lose yourself in something.

    http://en.wikipedia.org/wiki/Flow_(psychology)

    Honestly though, past game developers didn't need science to coin terms for them to find out the right things a game needed. They simply created what they thought would be amazing and fun rather then look for a magic recipe. I don't know if it is because people are now going into programming just for a job instead of being passionate about it or the people who actually control what games are being made no longer care about making good games.

    Either way this is something I feel quite passionately about and it's really quite sad games have been relegated to such a sorry state. They're just soups with the proper ingredients (MSG) to sell well rather then all around wholesome. It's been a really long time since I've seen a new one that was really just 'good'. I don't say that simply from the point of reminiscing about what I once played, rather because games have went down hill.

  50. Not sure by Anonymous Coward · · Score: 0

    Not sure I agree. The whole "some thing you can interact with, others you can't" very much reminds me of classic Adventure games - the like of Monkey Island and so on.

    According to TFA, these should be boring, tedious games where it's "painfully obvious that he's simply jumping through carefully planned hoops set up by the developers".

    But in reality, they're among the best games I've ever played (YMMV, of course). Given that, although what TFA says makes sense, I think they haven't quite nailed it yet.

  51. Re:Listen up, Peter Pan... by asukasoryu · · Score: 1

    Couldn't agree more. I feel like if you're going to restrict my use of a tool that much, perform the action for me. Don't waste my time. Consider Tench for PS1; you could grapple onto anything, sometimes with negative consequences if you aim poorly.
    I also hate games that don't let you jump. What's this? I cannot access this path because it is blocked by a three foot wall and there are no ramps.

    --
    There are more things in heaven and earth than are dreamt of in your philosophy.
  52. Ultima IV: I Wanna Be The Avatar by tepples · · Score: 1

    people playing games don't usually like being reminded that they're not the avatar

    Then why did games like Ultima IV, where the player character doesn't become an Avatar until the end, sell? ;-)

    games of most genres need to maintain a certain internal consistency or in many cases the enjoyment and level of engagement with the media is reduced.

    Agreed; others can read more about internal consistency.

  53. Re:Listen up, Peter Pan... by mcvos · · Score: 1

    So if I can set paper alight, I should be able to do the same with sand? If I can bite an apple, I should be able to chew a rock?

    If I can put an apple in my mouth, shouldn't I be able to do the same with a rock? I expect to break a tooth, though (which should be visible if I ever look in a mirror in the game).

  54. Lazy Mapping by Anonymous Coward · · Score: 0

    What pisses me off to no end is lazy mapping in a FPS. I *HATE* finding invisible walls. If you don't want me to go into a particular area, then put a plausible impenetrable barrier there - which does _not_ mean a six inch curb which is too high for me to hop onto! Burning barrels or vehicles is okay. A wall of rubble is okay. A thick thorn bush is okay. Concertina wire is okay. Not being able to step over a six-inch-high barrier or climb over a two-foot-high wall or walk between dragon's teeth is _NOT_ okay.
    [/rant]

  55. Re:WTF? Why can't I use the Phoenix Down on Aeirit by apoc.famine · · Score: 2, Insightful

    Thank you. I've been saying the same for a decade or two now.

    All you need is to START your game with sensible rules. Then build the game around those rules. Get some good, power-gamer playtesters, and turn them loose in a room together with a prize for the most badass stunts. Make sure they don't totally break the game, and you're golden. If they do, examine how you implemented the rules.

    There's no good reason to selectively enforce rules in a game. If you can't be bothered to make a consistent game, you obviously don't care enough about your game.

    --
    Velociraptor = Distiraptor / Timeraptor
  56. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Anonymous Coward · · Score: 0

    This is what I liked about Ultima 7, there were many ways to solve a problem, some of them break the game, some of them make it unwinnable, but it was fun dammit.

    In U7.5's expansion pack you can find a set of items that get rid of 3 main annoyances from the first U7 game
    - Unlimited food
    - Unlimited reagents
    - Light everywhere.

    Given those limitations enhanced some "realistic" aspect of the game's series since Ultima's 1 and 2, but the way "food" worked in Ultima historically was more automated. Then in U7 "Iolo: When do we eat" complaints kinda made it really freaking annoying. Your companions should just eat whatever is in the bag that isn't a reagent. On the flip side this would solve botting problems in MMORPGS if they brought back food as a requirement.

    Reagents main problem was that there was no place to collect most of them and you had to buy (and have inventory space) for all of it, plus magic points, and none of your companions can use magic. In Ultima 1 and 2 you just had limited use spells (like a spell scroll) even if you were a magic or melee user. In Ultima 3 to 8 you had to keep tonnes of crap you'll never use for most of the game on you. It solves the rage-magic-spamming of MMORPG's but it so made fighting with magic useless for more than 3 spells.

    Light, is also a game mechanic that tends to be abused, primarily in MMORPG's, in Ultima 2 you now needed torches, unfortunately the monsters would blow out the torch, every few steps, and there was no place to buy the things, so you pretty much never went into the freaking dungeon. Now this would make a lot more sense if you could.. oh say... relight the torch. In Ultima 7 you simply can do that, or you can wander around with out it and the game is simply really dark. Ultima 7.5 adds a helmet of light and solves the problem. Most MMORPG's don't even get "dark" nor have "torches", they're just scripted auto-magic lights. Ultima7 didn't have this helm, instead you had to find a fire-sword and have it's ever so lovely "cracklecrackle" noise follow you everywhere.

    But the point is, why can't we just automatically use stuff instead of having to break out a "minigame of incompetence", even the game I play now breaks out a minigame to determine skill completion, and it does that primarily to discourage botting. EVEN THOUGH YOU CAN HACK THE GAME TO BYPASS IT. Tip for the up and coming RPG designer, if your players prefer to hack the minigame so they always win, then the minigame is too boring, repetitive, or hard/easy.

    If you want to keep a game immersive, don't break out the minigame to interrupt the flow of the game. In MMORPG's particular, make the fucking minigames optional once you do them, otherwise they will simply be ignored or hacked out.

    Same applies to the interactive movie concept. Once I've seen the damned cutscene, let me skip it so I don't waste my time again.

  57. Re:Listen up, Peter Pan... by apoc.famine · · Score: 1

    Should that be a reason to not try and introduce a new game mechanic...

    In a word, yes. If you introduce a game mechanic (gimmick) that breaks the existing rules of the game, and is completely inconsistent with the rest of the game, don't use it. It destroys the immersion of the game.

    My biggest pet peeve are inconsistent rules about breaking things. If you allow me to break chests in a RPG, then I should be able to break wooden doors down. If I can blow up a tank in a FPS, then I should be able to blow up turrets, doors, and break glass. If I can shoot 99 monsters in a level, I should be able to shoot the 100th as well. If he's magically immune to my bullets, and requires a side-quest to kill, that's bogus. If it takes all my ammo, and is a pain in the ass, and the side quest makes it easier/more feasible, fine. But "unbreakable", when other similar things are plenty breakable, is a sign of uncreative, rail-roading bullshit.

    So that means no guns in games unless I can shoot out every window in the game world and be able to kill people vital to the storyline?

    That'd be fine with me. I've played games where you can kill people vital to the storyline. It makes the game pretty realistic, when done well. When you kill the irritating little punk, then come to the tiny hole that you need someone to crawl through, the consequences of your actions are pretty clear. And that's immersive.

    --
    Velociraptor = Distiraptor / Timeraptor
  58. Re:WTF? Why can't I use the Phoenix Down on Aeirit by mcvos · · Score: 1

    The messenger/last survivor of the massacre with his last gasp, says a bunch of nonsensical stuff, right before he dies. WTF? There's two fucking clerics in the party that can cast Heal in the middle of a battle. And now that the dude's dead, why can't my guys cast Raise Dead on him? Total crap.

    That's because D&D doesn't consider the logical implications of their design choices. If magic is common, it will have a dramatic impact on every aspect of life. No famine, no disease, etc.

    Of course you can have a messenger die with some meaningful last words, but not in a setting where magical healing or resurrection is common (or even available). If you want to have lots of healing magic, your stories need to take into account that important people will almost never die.

  59. Re:WTF? Why can't I use the Phoenix Down on Aeirit by mcvos · · Score: 1

    You can't heal or revive him for the same reason you can't simply use Phoenix Down on Aeris, or why using nuke-level summoning magic in the middle of a city doesn't leave it a smoking ruin: you are acting out a pre-scripted story.

    And once you realise that, suspension of disbelief is completely gone. It's a bad way to force a story down someone's throat.

    The more degrees of freedom you have, the harder it becomes to keep the story from breaking; and judging by the "how to make the players do what you want" -sections in some tabletop DM guides I've read, it seems that this phenomenom is not limited to the realm of computer RPGs.

    I think most tabletop RPGs nowadays say: "let the players do what they want". Giving them freedom and taking it away whenever they actually want to use it is a bad idea. Think before you throw an ill-thought-out story at them.

  60. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Weedhopper · · Score: 1

    Exactly my point. This is the trope from another angle, which is that game designers (pen & paper or bits & bytes) are rarely as creative as they think they are.

    Many, if not most, fail to fully consider the implications of the world they design.

  61. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Faerunner · · Score: 1

    I don't think that a game necessarily needs to avoid Phoenix down or rocket launchers in order to maintain better internal consistency. The items can be very useful, and if done right they don't remove from "immersion" but add complexity to the world and the characters' interactions. As above posters have said, there are ways around these items, if only the designers would bother with an explanation. Maybe using Phoenix down is too easy. If we couldn't use it during battles but rather had to carry a 'dead' character to a temple or nearby wandering healer, or deal with a ghost instead of just dropping phoenix feathers on the body, we could then agree that if the character's body was unrecoverable and/or their ghost was unavailable the character couldn't be resurrected. Or maybe it takes time to use; the recovery isn't immediate and when a character in a cutscene dies we are led to believe that we simply didn't have enough time for the spell/item to take effect. It might add to the internal consistency of the game this way; instead of guessing at the circumstances in which certain items can be used, you get answers which make sense within the game-world and yet limit the powers of the items.

  62. Re:WTF? Why can't I use the Phoenix Down on Aeirit by mcvos · · Score: 1

    Many, if not most, fail to fully consider the implications of the world they design.

    Some certainly do, but I wouldn't say most, and few are anywhere near as bad as D&D. The further they get from the extreme gamism of D&D, the better game publishers seem to think things through. GURPS and Traveller tend to be very good in that regard, IMO. Many smaller games possibly even more so. It's just the D&D look-a-likes that you need to watch out for.

  63. Re:WTF? Why can't I use the Phoenix Down on Aeirit by Weedhopper · · Score: 1

    I said "many, if not most," to be extremely generous.

    In reality, it's most, if not all.

    In terms of gaming, I'm willing to give my suspension of disbelief a certain threshold, because I like being told and taking part in a good story.

    In reality, even the most minor magic fundamentally changes reality. Any magical power, regardless of magnitude, subverts the physical laws that make the universe function the way it does.

    If I can communicate faster than light, what implication does that have? It means I can subvert causality.

    If I can cast a fireball, what does that mean? Where's that heat/energy coming from?

    Most of the time, I neither need nor want to think about this when playing a game. In fact, I'd rather not have the explanation in the first place. I just want consistency in the game world. If in the game world, I can resurrect humans, then let me resurrect humans. Put limitations on it, but let me know before a character dies for the sake of the story and leaves me going, WTF? Why can't I use my goddamn resurrection spell/item?

  64. Be careful what you wish for by IronChef · · Score: 2

    If you are upset that your rocket launcher can't blow open an inconvenient door, be glad that you have a rocket launcher at all... because you know what's easier than making a sophisticated sandbox game that respects all the laws of physics and allows you to anything you think of with the tools at hand? Taking away your rocket launcher entirely.

    And in a multiplayer game like an MMO, respecting "reality" means you can get ganked by more powerful players. Some players like that. Most don't.

    Making games is hard. I sympathize with all y'all that want things to work better, but making that kind of game is difficult and expensive. And at the end of the day, are you sure it would be more fun?

    Like politics, making games is the art of the possible.

    1. Re:Be careful what you wish for by Anonymous Coward · · Score: 0

      wahhhhh! It's too HARD!

  65. Rotation lock by tepples · · Score: 1

    Random blocks that can't be moved or rotated! I'd play that.

    Get on Tetris Party multiplayer and see what happens when someone casts rotation lock and fast drop on you.

  66. rubber-band AI by misfit815 · · Score: 2

    What breaks immersion for me is rubber-band AI. It typically shows itself in racing games. Usually, this means it's extremely easy to catch the pack, kind of easy to work your way through the pack, and next to impossible to check out. That certainly detracts from my enjoyment of the game, possibly more than any other design aspect. Simply having an option to shut that off would be enough, though.

    --
    Jesus told him, "I am the way, the truth, and the life. No one can come to the Father except through me. - John 14:6 NLT
  67. Consistency by CAIMLAS · · Score: 2

    The key word here is "consistency". The 'frills' don't matter; what matters is that what is implemented is implemented well.

    Two good examples of this are Duke Nukem 3D and Deus Ex. In DN3D, the gameplay world interaction was fairly minimal: there were trash cans, toilets, windows, mirrors, and hookers/strippers which you could destroy and/or alter. There were also the occasional wall you could blow up (often the rough equiv of a keycard door), as well as some mini-games (which were extra fun, and not part of the game's "goal". There wasn't much, but it was consistent.

    Deus Ex is a classic example for a game implementing an internal "mini-game" and doing it right. You didn't have to play them, as there were multiple ways to accomplish a goal: you just chose to, and it was often a fun alternative way to reach the end game. Importantly, they were part of the game's plot and development.

    Really, when it comes down to it, I think a large part of this immersion failure is due to rushing the games out the door. The newer games feel incomplete and very "demo" like compared to games from 10+ years ago, with significant components which don't seem all that well thought out. Sometimes they manifest as a bug, but most of the time they're something like a map which cuts off where it feels like it should continue or stuff as outlined in the topic.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  68. Re:Listen up, Peter Pan... by Hognoxious · · Score: 1

    Usually chewing implies that the chewee[1] is the thing being reduced to smaller pieces, not the chewor[2].

    [1] is too
    [2] ditto

    --
    Confucius say, "Find worm in apple - bad. Find half a worm - worse."
  69. Re:Listen up, Peter Pan... by mcvos · · Score: 1

    Tell that to the rock.

  70. Re:WTF? Why can't I use the Phoenix Down on Aeirit by mcvos · · Score: 1

    How is that "most if not all", rather than "some". Many RPGs do it quite well. Firstly all of those that don't break laws of physics at all, but also the ones that don't break it in ways that are limited in how far they can be exploited (consider Traveller with its slow FTL travel, and no FTL communication (other than through travel)), the ones that break it in uncontrollable ways (GURPS Voodoo with its powerful but vague spirit-driven magic), and the ones that break it and do draw pretty extensive conclusions from it (GURPS Technomancer with its magic-powered supertech).

    The only RPGs that really go very wrong are the D&D-clones that want abundant powerful magic in a still recognizably medieval setting. That just doesn't work. (It might work if magic is rare, though.)

    But I think your real complaint is just about badly written storylines in linear computer games.

  71. The Thing by adamofgreyskull · · Score: 1

    I had high hopes for The Thing but there were a number of parts that break immersion. The most memorable are when you suspect a person has "turned" and administer a blood test, only to discover that he's still human, and then a minute later (or a few steps later), despite them never being out of your sight, they turn and become a Thing, because the story needs it.

  72. Immersion breaker: final boss battles by FoolishOwl · · Score: 1

    I loathe most final boss battles.

    Most often, the final boss battle is fundamentally unlike any of the combat you've faced up to that point. The final boss is often hyper-detailed, in which case, the game which ran smoothly up to that point is stuttering just at the most tactically challenging fight in the game. There's often some implausible, repetitive maneuver you have to use to defeat the boss.

    The Half-Life series of games, otherwise brilliant, is particularly obnoxious about final boss battles (with the exception of Half-Life 2: Episode 1). Even the short masterpiece Portal was marred by the final boss battle -- why didn't GlaDOS just switch off her damned rocket launchers?

    A particular irritant in final boss battles is that there's usually some long, dramatic speech or cinematic just before the battle -- and when you die, as you do frequently in this scenario, you generally reload to go through the damned cinematic again.

    1. Re:Immersion breaker: final boss battles by Anonymous Coward · · Score: 0

      She said that it was a malfunction that she couldn't do anything about when it first showed up, if I recall correctly. Of course she may have been lying, but she is kind of schizophrenic in any case.