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#51
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http://dxhr.nanoaugur.net/dx3-screenshot54.jpg As for the descriptions of the room highlighting with the strength aug activated, if this turns out to be true, then I can see problems. The first being the notion that (especially with higher levels of strength aug) the entire room could be highlighted, which would not only look horrible but also be quite distracting. The second is similar to what Mindmute was talking about earlier. I'm all for there being visual representations that give the player access to more info (i.e. a health guage, ammo counter, indication of a climbable ledge, etc) -- after all, it isn't real life, and the player needs a way to be reminded of the "rules" of this constructed world -- where they can go, what is going on, etc. In a game like DX, however, I think the rules should be learned by the player, and there should only be as many "reminders" as necessary. For example -- after up-grading my strength aug to level 3, I might make a whole new save and experiment for an hour seeing what new items I can pick, what I can do that I couldn't before, etc (the same as I might experiment if I had ACTUALLY gotten robotic arms grafted to my body and didn't know their limitations). Or, if I had just upgraded to level 2, got in a fire fight, and had to run to an object, thinking I could pick it up or move it for cover, but because I didn't know the limitations of my aug, found that I couldn't. I would then be forced to improvise on the spot, resulting in a very tense, and potentially rewarding situation, where my ability to think fast made up for my lack of knowlege of my limitations. The two above situations are ones that I think many a DX player would enjoy, as they embrace some of the tennants of the original DX (and it's design philosophy). However, having everything usable highlight within 30 feet with the push of a button would render the two above scenarios moot. I'm ok with highlighting -- but I want it to be not too dissimilar from the original DX -- you have to look at the object and it has to be within 4 feet of you. We could even compromise by saying that when you look at an object this way, the game will tell you in it's highlight box if you have the strength required to move it, etc before you try to (so long as it's handled in a way that isn't cluttered -- maybe color code the highlights). Just my 2 cents.
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It has become appallingly obvious that our technology has exceeded our humanity. ~Albert Einstein |
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#52
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What exactly is wrong with my alternative suggestion of visual crosshair feedback? It remains completely functional without being so ridiculously intrusive. I can't see a single thing arbitrary and wrong about it from any players perspective but those wanting all of their options quite literally glowing with angelic auroras.
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#53
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I just don't get the complaints about outlined objects. Isn't that the future? Anyone here used google goggles? Same essential principle. I think some players need to stop thinking of this feature as "hand holding" and start thinking of it as a tool that's consistent with the world that the devs are creating.
Here I'm thinking about that sequence from Ghost in the Shell 2: Innocence where Batou's first person perspective was featured, displaying the targeting info for two hand grenades he needed to shoot, or telling him where to aim for his big jump when he infilitrated the floating gynoid factory. It's no more handholding than using the Google Maps system on your smartphone to get directions to a restaurant. If you're so obsessed with expoloration and creativity that you want to have to use your strength augs on every single object in a level to see if you can pick them up, you need to get a life. Seriously. |
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#54
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Seriously, if they implemented your system, I wouldn't care. That would be perfectly fine. I just also don't care if they keep the system they have in place. I'm far more upset about other features, and while I can respect the perspective of dudes like Frank who see this as indicative of the larger design philosophy at work, I'd rather not criticize based on speculation. I'm far more angry about the bad gameplay elements I know are present. |
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#55
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I don't mind highlighting objects to see if I can interact with them, as long as I'm within a few (game) feet of the object, and I happen to be looking at it. That's exactly what DX did, and it was a subtle highlight. After a little while of playing DX for the first time, most people are able to figure out just by looking at an object whether they can pick it up or not - small metal crates, TNT crates, wooden crates, cardboard boxes, etc. could be readily identified, even from far away, without the need to highlight. You also find that certain crates/containers are *not* liftable, but you can push them. These also become quickly indentifiable, and just a glance from across the room or area, with no highlighting, can tell the player that these can't be picked up, but they can be pushed. Adding the strength aug finally allows one to pick up those too-heavy containers, or couches, armchairs, etc. DX:HR apparently highlights every interactable object (that can be picked up/carried) in an area as soon as you walk into the area - at least if you have the strength aug activated. Don't you think that'll look a bit busy? All these crates and copiers and whatnot all glowing. And the glow ain't exactly subtle, if that highlight around the computer we've seen in that screenshot is any indication. Of course, that may be why there aren't quite as many interactable objects in DX:HR as there was in DX - all the highlighting/outlining must make the screen look like the Vegas strip at night. Even ten years on, game tech hasn't changed enough for them to have completely different designs/models/textures for every single object in the game. That means that once you see a copier and realize you can pick it up and use it as cover, you can pretty much be assured that any other copier you find that looks like that first one will be able to be picked up and used in some way. There's no reason to highlight/outline every damn object in every damn area you go to in every damn level of the game, all the way through the entire damn game, every damn time you fire up the damn strength aug. Damn! I should "get a life?" Because I actually want to use the gray matter between my ears and think about how I'm going to go about a given situation, instead of having it handed to me like I'm a 1-year-old sitting in a high-chair being spoon-fed? Sorry, I'll take thinking over drooling any day.
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For when you're too lazy to repost your side of an argument/discussion: http://forums.eidosgames.com/showthread.php?t=115406 |
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#56
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The current state of the arguement is that those for it state that the player needs feedback in order to make informed decisions within any game, and the highlight system is simply another form of feedback (like an ammo-counter or health bar onscreen -- furthermore, gameplay without the highlighted items could lead to unnecessarily frustrating scenarios. Those who oppose this highlighting claim that it may be distracting and overly "hand-holding," removing some of the problem-solving and experimentation gameplay elements that DX has been known for in the past. Many of us, it seems (myself included), support a happy medium, however -- similar to the original DX (and many other RPGs today) in which interactive and usable objects are highlighted once a player is within several "in-game" feet of them, allowing for both player feed back, while not being overly obtrusive and cluttering to the player.
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It has become appallingly obvious that our technology has exceeded our humanity. ~Albert Einstein |
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#57
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I don't think it's hand holding, just kinda ugly. I prefer minimal huds and minimal highlighting in general. Take another look at that link, there are items on the surface to the left of the hacking terminal (with the large Press Me X from 20' away, hrmph) all lovingly surrounded in orange.
Not a huge deal but not something I would have chosen. I don't think these are distance based since in the other screen shot the gun on the ground is pretty far away and still orange.
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Oh you like my handwriting? It's augmented. |
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#58
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The highlighting is ugly, yes, but I can see its purpose (especially if the designers hope to incorporate more unique world items than Big Crate, Medium Crate, Little Crate).
Why not make it a temporary system? In other words, make the highlight portion of the strength aug function like a sonar "ping" in a submarine, a quick burst that washes over the screen to temporarily point out objects that can be lifted. But don't leave it there on the screen the entire time the aug is active.
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#59
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I understand it's purpose: If the are lots and lots of doodads in the levels and only some are useable, then there needs to be a quick way to distinguish between those that are interactive and those that are not. The implementation might be dislikable but the role it plays is understandable, even necessary.
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#60
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"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
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#61
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I was truly disheartened when we found out there would be fewer physics objects in HR than we had in DX. Honestly, after Half-Life 2, Oblivion and Crysis, I thought the industry was heading in the right direction in terms of world interaction and immersive simulation.
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#62
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Not to mention all of the various accoutrement scattered around everywhere in FO3. After seeing some vids of FNV, rooms look empty. It's a bad way to go. All of that junk really helps pull you into the environment - kicking tin cans around, bumping stuff off of shelves, etc.
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#63
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EM really needs to at the very least make this an option for the not so smart gamer.Highlighting things really feels like I have ADD or some such inability to take the time to explore the world properly.It's going to feel like a true console game if they keep this aspect to the game for sure.
EM please listen to us just this once?
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If you want to make enemies, dumb something down |
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#64
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Imagine using your strength augmentation to turn any ordinary, household object into a weapon. Like beating a guy down with a broom stick (hey, contextual takedowns!) or a phone book, Jason Bourne style.
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Eidos Montreal, "fixing" what isn't broken since 2007. |
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#65
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![]() Imagine being able to pick up a random object, turning on your strength Aug, and throwing it at someone's head, rendering them unconscious.
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#66
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More interractivity is a given solution, but I think it was clear early on that the physics would not be as developped, so I'm not "disapointed" in that area. Although of course it's hard to fathom a stepback in evolution, I suppose ressources were spent elsewhere.
I also understand the need to identify objects which can be used within the rest of the art. I just don't see how one button making everything glow is a necessary evil, when games have always found more subtle solutions to deal with this, solutions that did not immediately suggest, at a glance, what the player was supposed to do in order to advance. Tartar, if you push your own logic to its limits, which is what one must always do to see if his reasoning stands, what we would have is a game that plays itself, also known as a movie. I say this not to exagerate, but because you bring up examples which suggest as much. As for it being an example of the future, it does not paint a bright one indeed. I think of my aunt, an elementary school teacher, who has to deal with color codes for everything now. She can't tell the kids to bring their english binder for the third period, but instead has to remind them to bring the yellow binder. Do you see how perverse this is, if ever so subtle? Thankfully, there is technology out there complex enough to force them to reason in other ways, but this color code, it's sad and pittiful. And I'm not saying things were better in my time, really, because my education is laughable compared to my grandfather's, which was probably around when education in this country was at its peak. Before him it wasn't so great, and after him we saw the birth of color codes, or similar features, anyway.
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![]() Part-Time Nomad |
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#67
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#68
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Exactly. Not only is it unwanted handholding for many, it actively works against the illusion that you are playing in a credible world. Instead it highlights how limited your possibilities really are. It threatens said illusion at least as much as the 3rd person view does. Both are quite counterproductive, IMHO. Add to that some invisible borders and you sure as hell have a recipe for disaster [Note to the angry internet men: no, this hasn't been announced, hinted at or rumoured about. Yet.]!
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"Buy Broccoli And LUBE!"
Last edited by -=fox=-; 10-18-2010 at 10:07 AM. |
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#69
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<gameplay tab> [x] highlight useful objects everybody is happy this way. I'd like to add that I like the info cards in 3D space that I've seen so far... I really liked that in Dead Space. I found it much better then overlays.
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"It's not the end of the world, but we are trying our best." Last edited by Abram730; 10-18-2010 at 10:36 AM. |
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#70
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Even if it were just a function of the eye aug, that you could buy and upgrade with skillpoints, I'd be happy. |
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#71
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#72
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"Isn't the universe an amazing place? I wouldn't live anywhere else." G'Kar, Babylon 5. |
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#73
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![]() Maybe if it wasn't orange, I dunno. Or only when you mouse over something, but perma-highlighted? Kinda gross. EDIT That still doesn't excuse the giant "PRESS X HERE TO HACK!" I mean really, is that necessary? In the opening map/tutorial sure, everywhere else? Please no. I think in this day and age we can recognize an electronic device. Keypads/computers are commonplace enough that I don't think we need giant arrows pointing them out :/ And hopefully I can remember what button activates things by not having recent head trauma. Does each enemy have a thing over his head saying, "Press trigger here"? No. We don't need it on computers either. I would also enjoy if it didn't say "Hacking level 3 required" or what-have-you. Just be punishingly difficult and make the player log-off well before he finishes the hack. If he's not careful he sets off an alarm, otherwise just gets a lesson in needing proper skills. (This would require hack difficulties making sense: police station" lv2. Secret underground government bunker? Lv5.) This adds an element of danger and tension to when you start a hack rather than: Player looks at terminal level. Player scoffs. Player either hacks or walks away. Anyway not everyone would probably agree with me but that's my opinion on the matter.
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Oh you like my handwriting? It's augmented. Last edited by Cronstintein; 10-18-2010 at 11:44 AM. |
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#74
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Plants where suppose to be used to distract guards. Although almost no one used this. Last edited by Dead-Eye; 10-18-2010 at 11:59 AM. |
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#75
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Even if your engine doesn't allow for a game world with numerous interactable objects, there's not need for highlighting because after the first few minutes (or tutorials) the player will intuitively know what is likely to be interactive and what is likely there for decorative reasons only. I think DX1 did it pretty good and it boggles my mind how a modern game can be more limited in that regard than its 11 year old predecessor.
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"Buy Broccoli And LUBE!"
Last edited by -=fox=-; 10-18-2010 at 12:43 PM. |
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