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Other Games / Re: Need For Madness 2
« on: August 19, 2010, 06:49:28 pm »
Ugh, that site needs a redesign. As far as the game goes, It doesn't appear to be very different from the first, like, at all.
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I'm sorry but what the hell is the point of these threads? This is like the other teenage advice ones "Omg like how do I talk to girls! Im socially retarded!". Puberty isn't hard, its a natural change that isn't painful. It might be a good idea to just find out for yourself instead of asking bay12.
Because some of us post-18 people have made mistakes that the OP would rather not repeat, I imagine. Or perhaps he's hoping to find some people amongst whom he will feel included, welcomed, and understood.
I don't really see what's wrong with it. People will ask "stupid questions," but there's nothing wrong with seeking out common ground with others. Soon enough, we'll all find it wasn't such a big deal and we can move on a little bit more.
I asked if you thought the cut-scene-NPC-interaction-bits were applicable as gameplay, you said yes, and I disagreed.
QuoteIn the game, I don't feel immersion break because, Oh my god, I'm not shooting these people who are my friends.
You're still thinking far too narrowly here... the FPS genre is a terrible example to use, since pretty much the only thing you can do is shoot things or not shoot things, so you immediately assume that I am talking about shooting or not shooting things. Try to take my argument out of the context of an FPS.
An exaggerated synopsis of what it basically all boils down to "the player does whatever actions, something happens to the player in a segment which is (mostly) non-interactive which has very little relevance to whatever actions, the player does whatever actions, something happens to the player in a non-interactive segment which has very little relevance to whatever actions...". Cue cut-scene/gameplay dissonance. And I've already said that HL2 itself isn't a great example for this sort of thing.
I SAID TRIM, DON'T SHAVE IT OR YOU'LL REGRET IT >:C.
Fundamentally, the player doesn't shoot the characters that advance the story not because he/she doesn't have a reason, but because the characters advance the narrative. They are a necessity. The background story of the characters aside, their relevance in the setting aside, you can't shoot them. In fact, you can't do anything other than follow them around and let them speak at you. And that is part of the issue.