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Woolfe wrote:Yawn,
I had a look at your list. And the vast majority of your complaints are about gameplay/tehcnology limitation issues.
Its a game. And it has limitations. If it was that close to the real world it would be called the matrix, at which point our robotic masters would be harvesting our energy anyway, so who cares.
I would expect to find in a city - Subway style metro system, Car parks, Run down apartment blocks, service stations, malls, police stations, etc etc etc etc
Why, well because they exist. They are not cliche's. A cliche is bond always escaping from the villain at the last minute.
A cliche, is "kids who have sex in a Friday the 13th movie, are going to die".
Using a Prison as a defensible position in a post apocalyptic game, makes sence. Its designed to keep people IN, which can easily be extended to keeping people OUT.
MinscAndBoo wrote:By all means have them, (it'd be weird to not have the occasional one
show up). But not for major events like taking down the headquarters for some
unknown/faction. Or some revelation critical to the core of the plot.
Emmy Lou wrote:No dudes standing around proudly in vintage diving suits in ponds! Do we really have to see this guy in every game ever?
(o god plz dont ban me)
MinscAndBoo wrote:ENVIRONMENTAL DONTs
With the flux of post-apocalyptic fan-Dom, things have changed quite a bit since wasteland.
Environment's akin to wasteland might be construed as cliche by today's seasoned rangers.
So please avoid using any of these Environmental Cliche's for major events:
Subways, Car parks, Run down apartment block, service stations, malls, police stations,
prisons, alien egg 'lair', predator forest, theater's, and so on and on.
Be inspired or shocked by more game cliche's here.
Emmy Lou wrote:No dudes standing around proudly in vintage diving suits in ponds! Do we really have to see this guy in every game ever?
Brother None wrote:Hah, the above two posters explained much better than I did how little these "cliches" or rather tropes matter, and how much pointless effort it'd be to try to avoid them just because they've been done before.
MinscAndBoo wrote:So do you have any suggestions for a boring post-apocalyptic environment that should hopefully be avoided or transformed so much it is unrecognizable?
Vladplaya wrote:Right, so OP asks to avoid things that actually make sense and are everywhere around us.
If Subways, Car parks, Run down apartment block, service stations, malls, police stations,
prisons, alien egg 'lair', predator forest, theater's, are all cliche, then what not? What in your opinionm post apocalyptic game environment should look like?
Vladplaya wrote:Going with your idea, we should throw away people, guns, monsters, quests, dialog, stats, loot, and pretty much everything else, because those are also "cliche".
Vladplaya wrote:Btw, just to clearify things a little:
A cliché or cliche (pronounced UK: /ˈkliːʃeɪ/, US: /klɪˈʃeɪ/) is an expression, idea, or element of an artistic work which has been overused to the point of losing its original meaning or effect, especially when at some earlier time it was considered meaningful or novel.
Vladplaya wrote:Does Army Outpost looses its meaning when game developers keep putting armor and weapons in that location in their games? No it doesn't, because its not some piece of art, Army Outposts are actual locations that have weapons and armors in real life, and everyone knows it, so its not only NOT a cliche, but its a great location as Everyone knows what to expect from it, so it can be a goal for the player to try to get to that location.
Same applies for all the other generic locations that OP mentioned, they never loose their meaning, but simply work as people would expect them to work in real life.
MinscAndBoo wrote:You are right. However I feel as though I have not made my point clear enough. Many times these locations are used but they don't stand out as being unique or interesting.
Drool wrote:MinscAndBoo wrote:You are right. However I feel as though I have not made my point clear enough. Many times these locations are used but they don't stand out as being unique or interesting.
Partially because these locations aren't especially unique or interesting in the real world. 200 years after the bombs fall (using FO3 here), my local supermarket's going to be picked clean. It could be useful for shelter, but not much else. I wouldn't expect it to be very interesting because it pretty much never is. Now, a week after the bombs fell, it's a different story. Then it would probably be very interesting because people would still be looting it or killing each other for the opportunity to loot it.
Sure, a military armory or a high-tech top-secret installation should be much more interesting, challenging, secured, and so on, even a couple hundred years later, but most of the stuff you'll run into is going to be boring because it already is boring.
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