LogFAQs > #979548404

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TopicStarting to think death in open world games is stupid.
Fluttershy
03/25/24 3:12:51 AM
#12:


Damn I was doing something while typing lol

i meant no offense i just wanted to do a pun

It would just encapsulate an entirely different way of looking at these kind of games. More as tools to create stories, rather than "beat the objective".

hey, look, i really like the idea from a creative standpoint. it would give the game more ways to be adversarial, like that one chest in elden ring. but once you get into the territory of 'it takes players' stuff/money away' or 'the player is locked into this area until completion', again, you have save manipulation and least-resistance pathing to compete with.

i might also want to say that i'm not sure having these things really let players create stories, moreso it gives them a chance to check off a chapter or complete a dialogue tree of some larger story they can 100% complete once all the front-facing cardboard cutouts are knocked over. different rant for a different time, but i think the stories really start being made once you have a multiplayer playspace and roles people can fill. like, that one time the dude saved the raid with 1% of his health and everyone won, or the time the invader killed all four guys and slow-walked away.

more scenarios

i think that goes back to the issue of everything being intended, indexed, and part of a checklist. you brought up strategy games and they're actually a really good example of what i was trying to explain above, as they are a playspace and the story emerges out of the established rules.

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