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You're fighting not only the privatization of public health but also reckless climate engineering! Instead there's cutscenes without animation, scripted conversations without choreography, and readables you rarely read because the game never pauses. Three safehouse skulls + main quest macguffin = boss fight. But not really.
The massing was inspired by this "Forgotten Temple" concept art by Jonas Ellermann (above). The monster closet approach is less work, Though in the late 1990s, gamers started deriding Doom's monster closets as unrealistic and "un-immersive", reaching a fever pitch when Doom 3 had the audacity to pair monster closets with cutscenes.
This fighting game health mechanic is too fussy and unreliable for a busy shooter. So to survive fights for the first half of the game, you have to trust the level designers to leave enough health consumables around, Doom / Quake style. Bot invaders often don't interrupt a boss fight. Limited regen (e.g.
This isn't a big apocalyptic video game betrayal cutscene where a villain reveals himself and destroys a castle, instead it's a smaller deeper betrayal that instantly brought me back to being a teenager. A high concept with a high execution. You talk but they don't listen. Maybe you'll just stop talking to them altogether?
In the later game Alfheim Online , level and skills were all but ignored, emphasizing player skill like a shooter or fighting game. In Aincrad, players could trigger a combo skill as in a fighting game, launching into an unstoppable sequence with often devastating results. Cutscenes in an MMO? I like the concept in theory.
I don’t really care about words, though, as long as we all agree on the concepts. Like, you’re a guy in armor fighting skeletons and moving around in this hell world. I think the bigger problem is that this pursuit of the 1P Strategy Game has really hampered my games’ ability to connect with players.
Also, worth listening to my conversation with Pete Seicienski on his “Adventure Games” concept, which is very much related to this Sense of Wonder thing ). Although it’s definitely important to notice that all RPGs use both systemic and narrative cues to create a sense of wonder.
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