Esquilax
Arcane
- Joined
- Dec 7, 2010
- Messages
- 4,833
When the games will be inspired by AoD it will the end! The end I tell you!!!
Yes, because a game can be more than the sum of its parts. The problem with AoD is the cold, design-doc feel that Serious_Business described. Let's take a well-loved game around here as an example: Bloodlines. If you were to explain the game to me, well, a lot of it would seem pretty crappy. It's got a really bad stealth system (Fallout 3 is better), terrible AI, it's buggy as fuck, the melee combat is awful, it's piss-easy, and the level design is lackluster. Well, the game still manages to have such a sense of atmosphere and such a unique sense of mystery to it that you can't deny that it has a certain charm to it. There's a love and passion there that's easy to see.
Games like Thief also accomplished this. Yeah, you could see that the LGS guys had a superb game on paper that was very innovative, but the mood, the mystery, the ambience, the atmosphere and the sheer wonder that the game evoked in me elevated it far beyond its mechanics that were awesome to begin with.
On the other hand, when asking for feedback, which is what it seemed (to me) what this thread was originally for, you'll want to invite as much of it as possible. That's because you'll collect all of it and go over it later, registering what's useful and disposing of what isn't.
Maybe it's in VD's nature to discuss when he feels a poster's arguments are wrong or his approach to the game was incorrect and if that's his thing, I'm just commenting on it. Myself, I don't see much point in trying to convince people that didn't enjoy the game because they feel its design didn't match their expectations that they should because the design is good in itself - people are going to like it or they won't, and probably not based on any objective criteria but rather a subjective "this system appeals to me or not".
I don't quite understand it either. You can't argue someone into liking something. Either you feel it or you don't.
It's little things like that that AoD is missing, IMO. Something isn't 'logical' so because it's not 'realistic' it shouldn't be in the game. "Oh, well, we shouldn't have any filler dialogue or conversations with important people because it's a false choice and it wastes the player's time" seems like a minor thing and sounds OK on paper but it really prevents you from digging deep and getting emotionally invested and lost in the game.