Kai
Go Home And Be A Family Man!
When the time comes, I'd recommend we sequester this off as the, "Pre-IGG Indivisible Thread," honestly.
When the time comes, I'd recommend we sequester this off as the, "Pre-IGG Indivisible Thread," honestly.
Playing devil's advocate here, the main problem I can see with this is that many people simply don't replay games at all, because they've got a million other games in their queue and steam library that they haven't even started. This being the case, you really don't want to be unlocking the "fun mode" at the very point most people stop playing, unless it's something 'most people' wouldn't bother with anyway and is somewhat easy to implement. e.g. Easy unlocking Normal unlocking Hard unlocking Very Hard is just a bad idea, but Easy/Normal/Hard being unlocked and completing any of those granting access to Ultra Hard makes sense.
That is kind of the point of unlockable difficulties, they are there to encourage replaying the game.
Playing devil's advocate here, the main problem I can see with this is that many people simply don't replay games at all, because they've got a million other games in their queue and steam library that they haven't even started. This being the case, you really don't want to be unlocking the "fun mode" at the very point most people stop playing, unless it's something 'most people' wouldn't bother with anyway and is somewhat easy to implement. e.g. Easy unlocking Normal unlocking Hard unlocking Very Hard is just a bad idea, but Easy/Normal/Hard being unlocked and completing any of those granting access to Ultra Hard makes sense.
Yes, but my point was that few people will play most games again practically regardless of what is unlocked, meaning that a) it is likely not worth it in terms of (development) cost-benefit, and b) you could potentially lock a player out of playing at their 'natural' skill level in their only playthrough of the game, thereby giving them a negative impression. The 'encouragement' will sway very few people.
yeaaaahhh
What do you mean? The progression system in those games were easy to understand plus Borderlands 2/Far Cry 3 are awesome games. And even if the skill tree styles of those games aren't used, the leveling system should still be easy to grasp and offer choice.
We're gonna have to agree to disagree on those games being awesome. They were certainly... easy to understand.
Yeah, ..and? This seems like a weird argument to make. "You don't want to put an epic boss battle as the finale of your game, because most people won't get that far. Better put all interesting content in the first 10 minutes"?
I specifically stated that I don't want any difficulty settings at game start at all (precisely because people put the wrong one - and often they can't even know, because 'Normal' means something different for "Dark Souls" than for "Hello Kitty Adventure") -This being the case, you really don't want to be unlocking the "fun mode" at the very point most people stop playing, unless it's something 'most people' wouldn't bother with anyway and is somewhat easy to implement. e.g. Easy unlocking Normal unlocking Hard unlocking Very Hard is just a bad idea, but Easy/Normal/Hard being unlocked and completing any of those granting access to Ultra Hard makes sense.
They weren't bad. They had broad appeal & finely tuned mechanics. Too broad, actually, and too finely tuned. I found them to be soulless, like a summer movie. I don't think developers should be imitating any part of them them, if they want to make games with heart and lasting appeal.
The game that Mike is referring to is Valdis Story: Abyssal City (good game, by the way). When it was released, a number of people complained to the developer that the game's Hard difficulty was too hard...so he just renamed them in an later update.There was a game recently, which I can't remember the name of, that just renamed Easy/Normal/Hard to Normal/Hard/Crazy in an attempt to get new players to stop picking Hard when they suck; play Portal 2 with the commentary on and listen to the concessions they made as a result of focus testing (a large reason it's a worse game than Portal); etc.
Incarnations huh. Interesting.
Guess she's calling on her past lives? That's pretty cool.
arc?
Ugh. Ugh.
Yes, she has full air control.
arc?
Oh yeah, if Lab 0 hasn't seen this shit about actually doing archery while running, I'll toss it here.
Well to be specific it said Incarnation, not Reincarnation, which is a totally different thing. My theory is that the game world has many different gods from many different cultures, and the playable characters are manifestations of those gods, or they borrow their god's power. Zebei may be the Incarnation of some archer/hunter deity, and maybe he also has a transformation that more closely resembles that deity, like Ajna has with her demonic form with the third eye.
Each one of our past lives is called an incarnation. Using reincarnation as a noun normally only happens when talking about an incarnation in context to its previous incarnation.Well to be specific it said Incarnation, not Reincarnation, which is a totally different thing. My theory is that the game world has many different gods from many different cultures, and the playable characters are manifestations of those gods, or they borrow their god's power. Zebei may be the Incarnation of some archer/hunter deity, and maybe he also has a transformation that more closely resembles that deity, like Ajna has with her demonic form with the third eye.
My utmost apologies to Lab Zero if I fuckin' nailed it.
Oh cool. Well it's still two different definitions and I'm expecting it to be closer to the deity thing.
You did not, no apology necessary. :^)
Yeah, I totally agree with you about Lars, and the headlines that kept popping up around that video were ridiculous. I think the visual of the technique is still interesting though.