This statement sounds contraditory. If the (mini)game is fun, why is it a problem if it is overused? Minigames in these games are passable at best, annoying at worst. I take Original Deus Ex and Thief lockpicking abstraction any day than this Tetris level crap in today games.I thought hacking in New Vegas and Human Revolution was fun. The big problem with HR was that it was overused.
This statement sounds contraditory. If the (mini)game is fun, why is it a problem if it is overused?
Except its not good to begin with
Sounds like a Games jurnalism euphemism for "it didn't bother me" . Also, in concept at least its pretty easy to fix the hacking minigames: Just try to copy the best hacking game around in the Desu Ex game and voila. It ceases to be a minigame and becomes a central part of the game, just like shotting and sneaking. Or you can make hacking a abstract skillcheck, just not as flawed as the first DXExcept its not good to begin with
Well, this is a matter of opinion, but I thought the DX:HR hacking was pretty interesting.
New Vegas? You mean the minigame that stopped time, was impossible to fail at (you could start over indefinitely without any kind of a penalty) and which therefore was there only to waste the player's time without adding any kind of a challenge into the game? Yeah, we definitely need more of that. Human Revolution's hacking wasn't too bad at first, but at some point you just started to wish that you'd have the old progress bar back.I thought hacking in New Vegas and Human Revolution was fun.
I downloaded a mod that effectively lets me skip the minigame for the second playthrough on, but I am still curious.
There are also things you can do with the characters that are not part of words. Clicking on matching brackets (i.e. () [] {} <>, even with other characters between, but not a whole word between) can remove a dud password or reset the number of remaining guesses to four. The brackets must be of the same type and on the same line. Although you cannot match brackets with a whole word between them, you can match brackets separated by the dots that appear when a dud word is removed ( <.......> ). Also, two or more opening brackets can be matched to a single closing bracket ("[ [ ]" on a line gives you two chances), but the opposite is not true ("[ ] ]" only gives you one chance). When you scroll across this type of entry from left-to-right, the entire entry will be highlighted letting you know if you've found one or not.
As he mentioned, the "avoid being seen" is pointless in a game where you can save/reload anywhere. Doubly so if you opt to just kill everyone before you try lockpicking/hacking which is easy enough to do. Furthermore, DX:HR didn't freeze time when you were in the hacking screen so you still had that chance of being caught, and I assume the same will apply to Thief's minigames.He also ignores the fact that it takes you out of the gameplay. You know what the best lockpicking minigame I ever encountered was? Games like Deus Ex where the 'minigame' was having to try and avoid being seen by enemies during the period it took to pick the lock. All the justifications given for minigames apply to that - it involves a combination of player strategy and character stats, but does so in a way that merges them seemlessly without taking you out of the game.
"That said, I'd be hard-pressed to think of a game mechanic in any game of any genre that really 'never got old'."This statement sounds contraditory. If the (mini)game is fun, why is it a problem if it is overused? Minigames in these games are passable at best, annoying at worst. I take Original Deus Ex and Thief lockpicking abstraction any day than this Tetris level crap in today games.
Solving puzzles is fun for me. Leaving the hacking screen would reset the puzzle so the penalty is having to start all over. Making it possible to fail is pointless in a game where you can save before attempting the puzzle, as mentioned.New Vegas? You mean the minigame that stopped time, was impossible to fail at (you could start over indefinitely without any kind of a penalty) and which therefore was there only to waste the player's time without adding any kind of a challenge into the game?
If you think a mechanic that gets boring after 5 hours of gameplay is fun, be my guest."That said, I'd be hard-pressed to think of a game mechanic in any game of any genre that really 'never got old'."This statement sounds contraditory. If the (mini)game is fun, why is it a problem if it is overused? Minigames in these games are passable at best, annoying at worst. I take Original Deus Ex and Thief lockpicking abstraction any day than this Tetris level crap in today games.
And that's the main problem with hacking in the first Deus Ex. The Nameless Mod fixed that.Deus Ex did not require hacking minigame because the only challenge to hack the computers was to find the passwords. The game focused on exploration and gave you an opportunity to bypass putting skill points in Computers.Sounds like a Games jurnalism euphemism for "it didn't bother me" . Also, in concept at least its pretty easy to fix the hacking minigames: Just try to copy the best hacking game around in the Desu Ex game and voila. It ceases to be a minigame and becomes a central part of the game, just like shotting and sneaking. Or you can make hacking a abstract skillcheck, just not as flawed as the first DXExcept its not good to begin with
Well, this is a matter of opinion, but I thought the DX:HR hacking was pretty interesting.
I thought Doom was fun but I could never play more than a mission or two at a time because all that shooting gets boring.If you think a mechanic that gets boring after 5 hours of gameplay is fun, be my guest.
And that's the main problem with hacking in the first Deus Ex. The Nameless Mod fixed that.
Install Brutal DooM.I thought Doom was fun but I could never play more than a mission or two at a time because all that shooting gets boring.If you think a mechanic that gets boring after 5 hours of gameplay is fun, be my guest.
This statement sounds contraditory. If the (mini)game is fun, why is it a problem if it is overused?
...said Vault Dweller about the skill checks and text adventures in Age of Decadence.
There is such a thing as "too much of a good thing". It's also known as "bad pacing".
Yeah, it's pretty dumb to not have ability to hack the network while hacking the network.Except its not good to begin with
Well, this is a matter of opinion, but I thought the DX:HR hacking was pretty interesting. DraQ had some interesting proposals on how it could have been improved, one of which was (IIRC) allowing you to hack an entire complex from one place instead of having to hack every terminal you encountered.
As he mentioned, the "avoid being seen" is pointless in a game where you can save/reload anywhere. Doubly so if you opt to just kill everyone before you try lockpicking/hacking which is easy enough to do. Furthermore, DX:HR didn't freeze time when you were in the hacking screen so you still had that chance of being caught, and I assume the same will apply to Thief's minigames.
You miss the point.as if that was worse than yet another fucking terminal to hack in Deux Ex:HR.
And that brings to the table the question why would that be even necessary in a game with the depth of Thief.Basically, if you want a better minigame you need to make a proper game mechanic wich ceases the minigame from being "mini"
I'm trying to keep an open mind since I thought DXHR looked completely awful until I tried the leaked alpha or beta or whatever it was. And then the final game was mostly decent. Mostly. If you squinted enough.
The dark mod has a soundbased lockpicking which is based on the original thief games. It adds more challenge, although it's almost like a QTE, but based on sound. I think it's a better alternative if you want to change the simplicity of the original games, and still like the same system.