![]() ![]() This is fine, if the game excuses it, but it is WEIRD and gamey otherwise.Ģ) Not offering a gamma/brightness setting is not good practice either because everyone's screens/settings/room lighting is different, and some people might be having a poor experience that can't be excused with design philosophy.ģ) Regarding player main character in the arena, I suggest taking some data in and see how people actually play your game. Things making sense is good, but it takes some work:ġ) An arena battle in pitch darkness doesn't seem too sensible unless the viewing audience all have night-vision, and also infers that EVERYONE BUT THE PLAYTER has night-vision goggles, because they (the AI) all see and operate just fine. ![]() I appreciate the game is not player-centric and I whole-heartedly agree and support everything you said about your design philosophy. ![]() Instead of critcizing the devs for creating a game that didn't meet your cakewalk criteria, how about you ask for some tips? You don't need cheats to win in arena without dying. You'll mess up a lot at first, but after some practice, you'll get the hang of it. Exanima, as far as I can tell, is a game about trial and error. Then the rest of us learn how to not screw up and play with other characters, or only do pugilism with your main. What statistics are you using for you to say that "most people take care of their main character first"? Yea, most first-time players like yourself. It's nothing to do with the risk involved. Psychologically it's them, their alter-ego in the game. Originally posted by Huggles `:Everyone LIKES using their personal character because it's their MAIN CHARACTER. If you want some of this game's more unique features without the others, I'm afraid you're out of luck, it's a complete package. We're doing what we like, that is why we do it, it's the only satisfaction we gain. It is not quite everyone's objective to make a game that appeals to everyone for the biggest profit. Convenience is hollow and utterly flavourless. We're not interested in victory without loss, or light without darkness. People actually find different things interesting, even if they are sometimes uncomfortabe, and they don't invariably digitally stroke your ego. If you don't like indie games, don't play them. It's also still in early access, and things like NPC visibility mechanics, along with many other things, have not yet been fully implemented. Bad things happen and light doesn't shine out your arse. One of our core philosophies is that the game is not player centric, but things are the way they are because it makes sense. well, dunno what the opposite of gamey is. It gives unfair advantage to the AI and makes the game more gamey instead of. You can argue all you want but this is my belif.Īlso having arenas so dark you can barely see the weapons (and no brightness/gamma settings!) is also bad design. Which is a concept many indie developers don't understand so much, I think. Relegating the player character to a 'nobody' by making NOT USING THEM preferrable BY DESIGN is bad design in terms of player psychology. I pretty much promise you that this is what you'll find. Instead of going on a rant about 'copying everyone else' check statistics (if there are any) and you'll see. I'm not sure if there's statistics collection like that but yeah. I believe that if you actually check the statistics from your game you'll see that most people take care of their main character first, buying the best equipment etc for it and wanting it to level up most. Everyone LIKES using their personal character because it's their MAIN CHARACTER. ![]()
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