SniperHF wrote:How will it hurt design? you can't prove that at all.
And you can't prove it won't. I'm not foisting anything on everyone else. This game is on a lean budget. If it can accommodate, it can accommodate. But the accommodation of a feature should always be evaluated by looking at how it affects the game.
Think of a toggle that was debated in another thread, where someone wanted to toggle character death. That is a seriously imbalance in how a quest can run if this toggle existed.
SniperHF wrote:It only compromises design if you use them.
Yes, and that's something I would think a game designer would spend time making sure it does not. This is not our sandbox, it is inXile's.
SniperHF wrote:You just said this effort is allowable in your idea under a mod kit. Well if its in the mod kit then the effort is already there so time is not being wasted. Thus including it in a menu as opposed to a separate kit doesn't change a damn thing.
Anything added to the game must be tested. Your statement discounts what I see as integral in game design: making sure all toggles and sliders existing on game release are compatible with the overall game play.
SniperHF wrote:I fail to see how you have proved your case. You simply keep re-stating it.
Mostly because I'm trying to find the right way of stating it so you stop misundestanding it as a black and white issue. Speaking of which:
SniperHF wrote: And not only that but you seem to want the default options foisted on everyone else. Why?
I'm not. I'm saying there are options that work and there are options that fall out of scope and there are options that can be relegated to the mod kit where changes are
caveat emptor.
SniperHF wrote:I also completely disagree with your assertion that the model in a sports or strategy game can't be used in a CRPG.
What model? I'm saying difficulty settings are par for the course in games where the game is straightforward. A sports game has sports rules. You are always playing that game. A strategy game even more so. A CRPG has elements in it that are hard to quantify as optional settings. The example above where a toggle for allowing character death is one where in allowing it you would need to make sure, in good game design, that the toggle is compatible with all quests that are in the game.
SniperHF wrote: Just because YOU don't think it will be beneficial does not mean others think so. And by its very nature you don't have to use it. Yet you keep insisting it will affect you in some unknown way by changing design.
I'm not sure where you're getting such an absolute statement from anything I've written.
SniperHF wrote:And stop calling people who disagree with you entitled.
If that's how it read to you then that was not my intent. This is my intent:
Providing toggles and sliders simply so a gamer can change the game play any way they want without regard for game balance or developer intent is gamer entitlement.
Providing toggles and sliders in the game as part of the game design and intent, where the developer wants you to be able to modify these parameters and the game is designed to take them into account, is not gamer entitlement.
I opt for option 2 on game release and option 1 for the mod kit. The reason is straightforward: game development resource management.
How does that in any way, shape or form mean I'm preventing someone from having the game the way they want it?
SniperHF wrote:I say give me a damage slider.
I say have a toggle for friendly fire.
If guns can break, let me shut that off.
If Food/water is part of the default game, let me shut that off.
I say you can have a damage slider and it can even be tied to XP (a la Curse of the Azure Bonds), but within a prescribed range that doesn't break quests.
I say friendly fire on/off is something I'd lean towards having on. This isn't an FPS or RTS. You can sit and think very carefully about AOE damage and line of fire issues, so if you decide to go for it, it's on your head.
I say guns should jam like in WL1 but not break, and if someone wants to deal with repair and maintenance like Fallout 3/NV that's out of scope for the game but in scope for the mod kit.
Food and water should operate on the WL1 canteen mechanic: items are modifiers/nullifiers on environmental effects and skill/attribute checks.
These are what I think. All I care about for the devs is that they make these choices to keep design focus and anything that can go to the mod kit should go to the mod kit. Anything else means more dev time and this game just doesn't have the budget for that. Thankfully, it has the budget to allow us to mess with it post-release; we have the best of both worlds.