[GD-Design] Re: Gamedevlists-design digest, Vol 1 #67 - 6 msgs
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From: <ham...@tm...> - 2003-12-28 14:50:35
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> From: "Neil Stewart" <ne...@r0...> > Subject: RE: [GD-Design] Speed kills > helpers. By selecting the right number of helpers, novices can give > themselves just the right number of things to deal with, so that they can > drive a good lap, at full game speed, without becoming overloaded and > confused. > > You might argue at this point that this is no different to changing the > number of hits it takes to kill a monster or similar game rule changes, but > I think it is. Rather than changing the physics of the world or giving the > player more ammo/health, we leave the game world alone and simply help the > player overcome his limit on the number of things he can deal with at once. > In this sense, it is more similar to the global speed change than it is to > arbitrary game rule changes. > ... > You also don't have to limit yourself to "input helpers" like the Formula 1 > game. Anything which removes conscious thinking from the player will help > him deal with more things at once so, for example, Quake could have a "map > helper" that shows the player where he is and gives him advance warning of > armour/weapons that are about to spawn, both things that would take up quite > a lot of his "conscious runtime" if he were to do them himself. > The "Cyborg" approach to game difficulty :)...amake use of the human-player / in-game avatar interface to artificially enhance (or degrade) the abilities of the "player" (as observed by other players in the game - i.e. the composition of human and avatar). For followups, people might want to check out MUD / MMOG / RPG discussion lists, where the issue often comes up; e.g. should player abilities in an MMORPG be a) 100% due to levelling treadmill b) somewhere in between c) 100% due to human skill (obviously each aspect of the player is usualluy discussed separately, e.g. "vision" (should we let this playe see through walls / have infra-vision / etc), "speed", "tactical reasoning" (difficult to provide programmatically, but not impossible), etc. Most MMOG's hover almost at a on most aspects, so that your enjoyment is tightly bound to how long you spend playing the MMOG (and hence how much subscription revenue the owner extracts from you). Adam M |