Excommunicator
Arcane
- Joined
- Oct 19, 2010
- Messages
- 3,524
A. i've never met a game that was ruined by an informative interface
I can name like a dozen
A. i've never met a game that was ruined by an informative interface
Reading comprehension check failed.In Deus Ex this kind of item highlighting was cleverly inserted into the lore and suited the game well. IMO, inserting something like this into a fantasy game without any adjustments to the style would most likely ruin it.
Nobody explained why you can see your head in Doom. It somehow managed just fine.
In Deus Ex this kind of item highlighting was cleverly inserted into the lore and suited the game well. IMO, inserting something like this into a fantasy game without any adjustments to the style would most likely ruin it.
Dude, I'm not a storyfaggot to reee about lore, but I do care about consistency. DMoMM example looks ok, I might've jumped to conclusions too quickly.In Deus Ex this kind of item highlighting was cleverly inserted into the lore and suited the game well. IMO, inserting something like this into a fantasy game without any adjustments to the style would most likely ruin it.
Dark Messiah of Might and Magic used similar system (and it is a lot similar to Monomyth in terms of gameplay and style):
I don't think proposed highlighting is any more lore-friendly than the way it was done in Deus Ex / DOMM.
I mostly posted about this as an alternative worth considering, not necessarily because I believe it to be 100% better (though, at least it doesn't have strong association with popamole as bright yellow outlines do).
Why highlight objects at all?
I like your approach to level design, very Thief-esque. Do you have any specific plans to utilize verticality and underwater areas? This is one area that added tremendously to Morrowind's exploration and magic systems, and has imo been sorely missing in arpgs ever since.
I sense that overall, your primary inspiration appears to be Kings Field and not Underworld and Arx and games of that ilk. Inferior priorities, I declare!
...though of course Kings Field has plenty valid to cause inspiration, and a game with values drawn both from Underworld-type games and Kings Field would be ace. But my inspiration would be 80% Underworld style, 20% Kings Field style.
Nonetheless, I am sure the game will be great and I am very much hopeful for it.
Anyway, enough speculation. Is it true, is KF a bigger inspiration for you? I'll respect it whatever the case.
King's Field will always be like "You need to go to that throne room and get that moonlight sword and then you destroy that ancient evil with it. And if you want to visit place B before place A and then get the sword, that's fine - but you get that sword!"
Wheras Underworld and Arx (Arx even literally) are like "You need to go and get that magic sword to destroy that ancient evil with it. We won't tell you, but technically you can also knock that guy out by using this horribly unbalanced"
These two scenarios perfectly illustrate the difference between the two game design doctrines.
One is a streamlined experience with some freedoms but ultimately a pre-set way to achieve things.
The other one is a more open experience that leads to the same end, but through several different ways.
And even though the second concept seems superior at first glance, I think one could argue a thousand years over which feels more gratifying to the players. Because there is something satisfying about doing things your own way and yet there is also something satisfying about being the wielder of the mythological moonlight blade and the story telling us, that this is the real deal.
Now I was wondering if there is anything special you can think of that might still be missing.
Is there any special dialogue option you can think of? Any dialogue-related mechanic you remember from some game that I should still cover?
then the combat rework.