What other 'rules' in video games can you think of that are so common
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
I think you could safely argue that video games are, by and large, far
more accessible today than they were in decades prior. I'm not talking
about how they are easier to acquire and it's become a lot more
socially acceptable to play games (although that's definitely true
too), but that the games themselves are designed in a way that makes
it much less difficult to pick up and learn.
System Shock 2 starts this way. Hell, the time pressure section is the >TUTORIAL, which always boggled my mind. I've never taken a particularly
long time with the SS2 intro section, but I bet I could start it, go make >myself an capuccino, and come back and the game world would be as I had
left it.
On 9/5/2025 1:53 PM, Spalls Hurgenson wrote:
I'm pretty sure I've seen a post like this from you some time ago....
On 9/5/2025 1:53 PM, Spalls Hurgenson wrote:
I'm pretty sure I've seen a post like this from you some time ago....
I think you could safely argue that video games are, by and large, far
more accessible today than they were in decades prior. I'm not talking
about how they are easier to acquire and it's become a lot more
socially acceptable to play games (although that's definitely true
too), but that the games themselves are designed in a way that makes
it much less difficult to pick up and learn.
The big one we all take for granted: flimsy wooden doors
are invulnerable to swords, missile launchers and even
world-destroying magical spells. You're not getting
past it until the game says you can.
First thing that came to mind was the narrator/radio voice/etc yelling at
you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they execute them!"
Which usually means take all the time you need to. There's no need to
rush the mechanics and screw up 17 times getting there. And if you do,
it's not going to matter.
What other 'rules' in video games can you think of that are so common
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
On Fri, 05 Sep 2025 16:53:21 -0400, Spalls Hurgenson ><[email protected]> wrote:
What other 'rules' in video games can you think of that are so common
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
Ok I think I have one. Maybe.
I can imagine someone who has never played a video game before playing
a popular game like World of Warcraft for the first time. At some
point, real life is going to get in the way and this non-gamer person
is going to ask himself... "How do I pause this?"
...which often left you baffled and helpless until you fiddled around for hours (and read-the-fucking-manual!) before you had a clear idea of
what was going on.
What other 'rules' in video games can you think of that are so common
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
I remember trying the original Wasteland. Yup, didn't know how to play, >before or after reading the manual. I mean, sure, the manual covered
many things but not nearly all things, especially about the actual
mundanes of game play. It's kinda like chess for me, I roughly know
which moves are legal and which aren't but that doesn't mean I can play >chess.
One more: any explosion is a good explosion. Frag grenades should work
fairly poorly against heavy armor but does it?
- Mines and traps. Plainly visible to you so you can maybe disarm or
shoot them to trigger but enemies and your buddies blindly walk into
them. Better and worse variant is mines that won't blow up if you try
to shoot them, which is realistic considering modern explosives. But
the sensor and detonator on those is indestructible so your own
carelessly placed mine kills or maims you.
Spalls Hurgenson <[email protected]> writes:
- Explosions. Too weak, grenade launcher or whatever useless. Or tooThis reminds me of boss weapon/party npc issues.
strong, grenade launcher more dangerous to the user than anyone else.
And related, armor or let alone a personal shield generator doesn't
protect you from explosions but does from any other kind of damage.
This reminds me of boss weapon/party npc issues.
Giant guy with a giant sword that deletes you in one or two hits, you
get it after but it hits like a wet noodle, and looks like a short-sword.
You defeat insanely difficult NPC, who then joins you and he dies like a >chump to the next mook.
This reminds me of boss weapon/party npc issues.
Giant guy with a giant sword that deletes you in one or two hits, you
get it after but it hits like a wet noodle, and looks like a
short-sword.
You defeat insanely difficult NPC, who then joins you and he dies like
a chump to the next mook.
Zaghadka <[email protected]> writes:
First thing that came to mind was the narrator/radio voice/etc yelling at
you to "GET OUT OF THERE! *FAST*!!!" Or "Rescue the hostage before they
execute them!"
Which usually means take all the time you need to. There's no need to
rush the mechanics and screw up 17 times getting there. And if you do,
it's not going to matter.
Yes. And then you play a game where it does matter. I've been playing
Outer Worlds and, well, twice now some NPCs died because I didn't bother rushing to them. No real impact, maybe a bit more XP if you save
them. I'll have to try and keep alert for this.
What other 'rules' in video games can you think of that are so common
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
On Fri, 05 Sep 2025 16:53:21 -0400, in comp.sys.ibm.pc.games.action,
Spalls Hurgenson wrote:
What other 'rules' in video games can you think of that are so commonWalking into people's houses. When I pick up a game, I assume it is okay
and regular that you don't even see them anymore? Do you think a games
are, in general, better because of it? And what would a game be like
if it broke that rule?
to walk into someone's house and start tossing the place until the game establishes there are rules against this. Some games, in fact, expect it.
This extends to pot smashing/lawn mowing in Zelda. I'm sure there are
videos showing what that would actually look like IRL. I always got a
kick out of imagining it.
This extends to pot smashing/lawn mowing in Zelda. I'm sure there are
videos showing what that would actually look like IRL. I always got a
kick out of imagining it.
Or the vast majority of games that do the whole "evil villan is on the brink of
destroying the world" but still let you go off and do a million side quests instead of facing the issue :D
On Tue, 16 Sep 2025 11:58:07 -0500, Zaghadka <[email protected]>
wrote:
This extends to pot smashing/lawn mowing in Zelda. I'm sure there are >>videos showing what that would actually look like IRL. I always got a
kick out of imagining it.
Oh, come on. We all know that Link is working with Big Pottery; not
only does he get any contents of the pots he smashes, he gets a cut
from the sale of the replacements the owners need to buy to repair
Link's vandalism.
Follow the rupees, sheeple! ;-)
On Tue, 16 Sep 2025 11:58:07 -0500, Zaghadka <[email protected]>
wrote:
This extends to pot smashing/lawn mowing in Zelda. I'm sure there are >>videos showing what that would actually look like IRL. I always got a
kick out of imagining it.
Oh, come on. We all know that Link is working with Big Pottery; not
only does he get any contents of the pots he smashes, he gets a cut
from the sale of the replacements the owners need to buy to repair
Link's vandalism.
Follow the rupees, sheeple! ;-)
Man, a game where the MC is working with a bad guy secretly would be
awesome
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