Cyberpunkd
Gold Member
Got inspired by this post:
Hugare rightfully mentioned how lazy and uninspired color-coded enemies are. In the world of uninspired game design and the same mechanics since 2005 just coated in different pain we post our ideas here for meaningful change in game design. I will start:
1. End with corridor design and walk-action-walk BS: once again we are helped by the newest Dragon Age trailer where we have the illusion of a busting city, however every nook and cranny, every alley not relevant to our heroes is blocked off and inaccessible. The only solution is to continue to advance forward and listen to some stupid banter.
What to do? More verticality, lower horizontal map coverage - SCALE THE FUCK DOWN
Who does it well? ACII (fuck, can't believe I'm saying this), Witcher 3, Cyberpunk 2077
2. Give the characters some spine: enough with PG-rated dialogue that makes everyone sound the same. Give them some emotions - am I playing a merry band of undercover stoics? Remember that time when Dak'kon realized the Nameless One invented his whole religion? Good stuff.
Who does it well? I wanted to say Witcher 3, but the best example is Cyberpunk 2077 - V. banter with Johnny Silverhand is exactly what I am looking for.
3. Less systems, better developed ones: Listen, I don't need ten different advancement trees in my games, I want 3 that will radically change how I play the game and effect I have on the world. Does that +1 to a random attribute have any impact on how I play? Are the skills lazy +X% to damage or give you new abilities?
Who does it well? Cyberpunk 2077, but they needed 2.0 patch and complete overhaul to get this right.
What are yours?
Community - Hype - Dragon Age: The Veilguard Early Preview Thread
DA is more technically advanced. The lip sync is just as good in this game. But I get it, there is an anti-woke hate boner for this game AFAIC, woke stuff doesn't influence my opinion, the game simply looks like a generic bloomfest from 2015, period. There's literally nothing to like about...
www.neogaf.com
Hugare rightfully mentioned how lazy and uninspired color-coded enemies are. In the world of uninspired game design and the same mechanics since 2005 just coated in different pain we post our ideas here for meaningful change in game design. I will start:
1. End with corridor design and walk-action-walk BS: once again we are helped by the newest Dragon Age trailer where we have the illusion of a busting city, however every nook and cranny, every alley not relevant to our heroes is blocked off and inaccessible. The only solution is to continue to advance forward and listen to some stupid banter.
What to do? More verticality, lower horizontal map coverage - SCALE THE FUCK DOWN
Who does it well? ACII (fuck, can't believe I'm saying this), Witcher 3, Cyberpunk 2077
2. Give the characters some spine: enough with PG-rated dialogue that makes everyone sound the same. Give them some emotions - am I playing a merry band of undercover stoics? Remember that time when Dak'kon realized the Nameless One invented his whole religion? Good stuff.
Who does it well? I wanted to say Witcher 3, but the best example is Cyberpunk 2077 - V. banter with Johnny Silverhand is exactly what I am looking for.
3. Less systems, better developed ones: Listen, I don't need ten different advancement trees in my games, I want 3 that will radically change how I play the game and effect I have on the world. Does that +1 to a random attribute have any impact on how I play? Are the skills lazy +X% to damage or give you new abilities?
Who does it well? Cyberpunk 2077, but they needed 2.0 patch and complete overhaul to get this right.
What are yours?