RE: We chat about videogames and videogame accessories.
12-26-2013, 08:14 PM
(This post was last modified: 12-26-2013, 09:02 PM by weirdee.)
in other cases, it's retrospect when a really cool feature you included (like jumping from above and goomba stabbing enemies in far cry 3, or its older brother, stomp plus bonus bystander shivving) didn't really pan out overall in terms of usefulness as development progressed (five instances where it's actually useful, unless we're counting being able to make a dramatic entrance with a hang glider/wingsuit)
this is basically where all the instant kill spells in final fantasy went, except for that one time when they coded it wrong and you were able to destroy a boss with it
i fault the uselessness of charisma more with a lack of creativity of how that stat could actually be useful when all the developer wants to do is have you kill your way through the entire game, with any crucial interactions not being stat walled, generating situations which are heavily biased towards the developer's envisioned approach, rather than attempting to be evenhanded, such as making a stealth system that actually works or is useful, or an alternate approach that ignores all these fancy guns and abilities that the developers worked really hard on and want you to use
you can really tell in deus ex: hr that they didn't want to include the nonviolent option, but put in the exp bonuses and ingame kill shaming in order to look like they were still abiding by the system, even though they also arranged patrol patterns in really frustrating formations
this is why i appreciate far cry 3's tight structuring where the progression in terms of the areas you're going to gradually increase in intensity, but each location has its own distinct features, which makes it entirely possible to take them all down creepy stalker batman style if you just look at the situation hard enough even when the odds are heavily stacked against you (for instance, a facility that really covers all of the viewing angles particularly well has only one alarm station, which means you can just shoot it and strand them without help, as opposed to trying to disarm it manually, which isn't necessary if there's only one of them, and is fairly impossible when there's four guys standing around it, as opposed to another facility with more alarms which prevent you from shooting just one without setting off the others, but with one of them near a spot where you can access or create a security hole)
but i digress
this is basically where all the instant kill spells in final fantasy went, except for that one time when they coded it wrong and you were able to destroy a boss with it
i fault the uselessness of charisma more with a lack of creativity of how that stat could actually be useful when all the developer wants to do is have you kill your way through the entire game, with any crucial interactions not being stat walled, generating situations which are heavily biased towards the developer's envisioned approach, rather than attempting to be evenhanded, such as making a stealth system that actually works or is useful, or an alternate approach that ignores all these fancy guns and abilities that the developers worked really hard on and want you to use
you can really tell in deus ex: hr that they didn't want to include the nonviolent option, but put in the exp bonuses and ingame kill shaming in order to look like they were still abiding by the system, even though they also arranged patrol patterns in really frustrating formations
this is why i appreciate far cry 3's tight structuring where the progression in terms of the areas you're going to gradually increase in intensity, but each location has its own distinct features, which makes it entirely possible to take them all down creepy stalker batman style if you just look at the situation hard enough even when the odds are heavily stacked against you (for instance, a facility that really covers all of the viewing angles particularly well has only one alarm station, which means you can just shoot it and strand them without help, as opposed to trying to disarm it manually, which isn't necessary if there's only one of them, and is fairly impossible when there's four guys standing around it, as opposed to another facility with more alarms which prevent you from shooting just one without setting off the others, but with one of them near a spot where you can access or create a security hole)
but i digress