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Vegemite_Sanga wrote:I dare say no-one hit the level cap in Wasteland the first time through and that kept me coming back.
Vegemite_Sanga wrote:This game should be *HARD*
Don't hold my hand - don't give me a post-apocalyptic PDA to remind me of every little detail I need to complete to finish my quest. Give me a line like, "Old Bill's never been the same since he left the service" and let me figure out if that means he wants a new assault rifle or a reunion or if he wants to join my party. I want to miss details/plot points/quests on my first play-through.
Don't fence me in - one of Wasteland's most endearing features was that I could immediately head to somewhere way too difficult for me. Usually that meant nearly immediate death but it might also mean a successful and exhilarating raid to get some good equipment. Gating in games is in almost every instance overused, heavy handed and deeply artificial.
No glass ceilings - do not let me hit the level cap on my first play-through (or second OR third). I dare say no-one hit the level cap in Wasteland the first time through and that kept me coming back. On the other hand, in Fallout 3 I hit the level cap long before I'd finished the game and basically lost interest, I finished the main plot line but just stopped exploring or pursuing side-quests. Which leads me on to...
Don't make me too powerful - my level 5 characters should be nervous about going up against my level 1 characters. What I mean here is that the odds should be 3:2 in their favour rather than 10:1. The increase in character power should be really gradual and should be reinforced by forcing them to make trade-offs (i.e make non-combat skills valuable, limit equipment).
Vegemite_Sanga wrote:Don't hold my hand - don't give me a post-apocalyptic PDA to remind me of every little detail I need to complete to finish my quest. Give me a line like, "Old Bill's never been the same since he left the service" and let me figure out if that means he wants a new assault rifle or a reunion or if he wants to join my party. I want to miss details/plot points/quests on my first play-through.
Don't make me too powerful - my level 5 characters should be nervous about going up against my level 1 characters. What I mean here is that the odds should be 3:2 in their favour rather than 10:1. The increase in character power should be really gradual and should be reinforced by forcing them to make trade-offs (i.e make non-combat skills valuable, limit equipment).
Signal wrote:I don't see why we can't have some kind of variable difficulty implemented.
Signal wrote:I don't see why we can't have some kind of variable difficulty implemented.
jrodman wrote:Have to disagree. I have no interest anymore in difficult games. I don't have the time for them.
Clockwork Knight wrote:Never understood this position. If you have limited "gaming time", just spend more of that time with the game.
Clockwork Knight wrote:Can't they just save and continue later?
Clockwork Knight wrote:That's unfortunate, but I can't say I like the idea of easier and simpler rpgs so the guy who has 10 minutes of free time a week can finish them too. There's always stuff that is easier to pick up and play, like puzzles.
Vegemite_Sanga wrote:This game should be *HARD*
Don't hold my hand
Don't fence me in
No glass ceilings
Don't make me too powerful .
krellen wrote:Clockwork Knight wrote:Can't they just save and continue later?
"Difficult" games also tend to include limited save mechanisms, especially "no saving in combat".
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