Forum Overview :: Wasteland 2
 
Re: The next game I am making by Ice Cream Jonsey 07/19/2012, 11:52am PDT
(I'll move these threads when I settle on a name for the next game. I would hate to think there's 20 Wasteland 2 posts and then see shit from some failed Romero.)

I think the issue for me, and this is why I stopped with IF in the first place, is that as a game player you only want to try so many different things, and the game developer has to think of each one and code for it, and no matter how much work you put in you won't pass the turing test so why make the game more frustrating for nothing?


Well, the appeal is for those moments where the programmer successfully anticipated what you were gonna do, making you -- the player -- feel clever in the process.


if you want a text-for-action rpg where people can do tons of things, you have to write more and more code, and statistically you're kind of running down a long tail of shit most people will never use, and most developers aren't going to do that,


There's a scene in Cryptozookeeper where a guy appears with a hostage, and you can turn the tables and get the gun and wave it at him and hold HIM hostage, or shoot him or shoot other people, and all this other stuff.

But I also indicate that the dude is riiight in front of a walk-in kiln. So most players type >push dude and he falls into the kiln and there you go.

I think it's great that games have semi-secret stuff in them. If you're going to laze out then that will become obvious in all other factors of the game, rendering it a waste of time.

so they just pick one solution per puzzle, and now the options are so diverse but success comes from such a limited set that you've made the game feel kind of random, right? all that extra effort went into making a game that's less fun than if I had a wheel menu "talk search stab shoot fuck use_item" instead of getting to a door and trying six keys in order of how likely they seem to fit, I have number of keys * verbs in the english language, and that hasn't exactly made the game better. it seems to me to be more of a design challenge to take six possible actions and make them consistently interesting (or funny or surprising), then at least you know your game design only has to be (number of puzzles * ~6 different actions) and you won't have to burn yourself out setting up one puzzle and then gloss over a bunch of others.


You have given me much to think about with this bit. I don't have a reply handy, but I want you to know I read it and it meant something.


ICJ
PREVIOUS NEXT REPLY QUOTE
 
The next game I am making by Ice Cream Jonsey 07/10/2012, 10:07am PDT NEW
    Re: The next game I am making by jeep 07/10/2012, 11:22am PDT NEW
        Re: The next game I am making by Ice Cream Jonsey 07/10/2012, 3:05pm PDT NEW
            Re: The next game I am making by jeep 07/10/2012, 9:00pm PDT NEW
                Re: The next game I am making by Ice Cream Jonsey 07/10/2012, 10:21pm PDT NEW
                    "PARTY DO DOOR" or something? by Gutsby 07/11/2012, 10:07am PDT NEW
                    Re: The next game I am making by jeep 07/11/2012, 3:00pm PDT NEW
                        Re: The next game I am making by Ice Cream Jonsey 07/19/2012, 11:52am PDT NEW
    Re: The next game I am making by Design by Central Commitee 07/14/2012, 9:01pm PDT NEW
        So "delete a website thread." Got it. NT by Ice Cream Jonsey 07/14/2012, 9:47pm PDT NEW
    Use a megaphone to ask someone to stop mowing their lawn NT by The Happiness Engine 07/15/2012, 6:56am PDT NEW
        This is great. It will be in. NT by Ice Cream Jonsey 07/19/2012, 11:42am PDT NEW
    Use a time travel device to introduce failed mod designers to their past selves. NT by Mischief Maker 07/15/2012, 8:19am PDT NEW
    whatever happened to this game by the one who dredges up old posts 07/19/2012, 5:01pm PDT NEW
 
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