You missed the important part of my post Spike.
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DrSpike, I'm surprised you don't like FrostyBoy's idea about dynamic environments- I thought you enjoyed NeverWinterNights. That seems to be what FB is suggesting.
It also seems to be a bit like the Sims' dynamic worlds.
It's an interesting idea... and if executed well would take gaming toward a new mini-genre.
I don't know if it would be "good" per se, but it would be a different sort of fulfilling experience that a good deal of people would enjoy... as can be assumed considering the amount of people enjoying the Sims and NWN's sandboxes.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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Sorry but this is missing his (totally valid) point entirely. He understands the OP argument but points out that even under your proposal the gamer only experiences one set of outcomes (even if there might be more paths overall), so using your definition is linear.
I think that's the key to focus on- the idea rather than the exact verbage that FrostyBoy used.
It appears there's something to be grabbed relating to the idea.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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Originally posted by FrostyBoy
I'm not claiming to have a revolutionary idea, but I am claiming that no developer has done what it keeps saying they have done.
They all talk as if the game is open-ended, that you can do anything, but it's not true. The only game that comes to mind that is remotely close is GTA, but the cause and effect is only one level deep.
e.g. Shoot man, he runs away.
But it should be: Shoot man, he runs away home, calls his mum, cries on phone, mum calls police, police go looking for you, police find you, and so on.
There must be a domino effect that doesn't cool down. It just keeps running.
Now it's true that the game will still be linear, but so is your life; what I am trying to say is that non-linear games are irrelevant, a waste of time. Instead of trying to spice up the game by creating different paths, create the game so that your actions, and other people's actions, have an unpredictable, unending path. And you, the player, KNOW that it's not some story created by some idiot in a studio, it's your own unique story, and that is engaging and interesting enough to make the game worth while.
Also, a good game pretty much requires design, and pre-planned objectives, and not just for the sake of achievablility. The fact that goals are preset is important to the vast majority of players. It is the difference between being placed in an archery range and being told "hit the targets" and being placed in some environment and told "do whatever." Sure, you could pick your own "targets" in any environment, but most people find it more satisfying to achieve a pre-determined objective than one they make up. Also, if there are no pre-set goals, a player most likely will not be able to accurately gauge what is and isn't an appropriate goal to set for his or her self, and furthermore may not know how to manipulate the game engine to cause said goal to even be present.
Long story short: An unending, completely non-linear game is a bad idea, because it ignores the very reason most gamers play games.You've just proven signature advertising works!
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Originally posted by FrostyBoy
And you, the player, KNOW that it's not some story created by some idiot in a studio, it's your own unique story, and that is engaging and interesting enough to make the game worth while.<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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These accomplishments have different levels of course, and different corresponding levels of satisfaction at accomplishing them. All game tasks have something in common: a goal is set, and the player must act to achieve it. The problem with your proposal is that with ever-shifting goals, it becomes difficult, or even impossible, to achieve those goals. If you can't achieve the goals, you can't get the "hit" of accomplishment. IF you can't get the hit, you don't like the game.-->Visit CGN!
-->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944
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Originally posted by DarkCloud
In a sense, isn't this what Grand Theft Auto does? It has a storyline, but you can also choose interim goals that respond in a sense to a relatively limited dynamic environment, correct? (As far as I remember from a few chances I had to play the game.)
Now, to a certain extent, Frosty's idea can be used to improve this. Having an option to convince the target to leave town, or join your side, or you could join their side and go against whoever sent you to kill them, would be good. The problem is saying it should be completely open-ended, because it can't be.
It can't be completely open-ended, at least for one player. If you had no pre-set conditions, like Frosty suggested, then you would never be directed to a target. No problem you say, you can just pick a target. Fine, but if there are no pre-set elements in the game, then nothing will occur. In order for there to be a game, there must be cause and effect. In order for there to be cause and effect, there must be pre-set relationships between game elements. So there must be some pre-fab, some influence of the designer.You've just proven signature advertising works!
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