Sceptic
Arcane
- Joined
- Mar 2, 2010
- Messages
- 10,873
Yeah I know, hency my more on-topic edit. On the subject of TN though I'd like to add that I thought mission length was just right. Some of the longer ones took me around 8-9 minutes, but never 10 or more. That's perfect: the reason they took so long is because I was being extra-careful not to do something stupid (and therefore have to restart), but they're not SO long that you'd get halfway through one at 30 minutes then realize you've run out of time and need to go.DraQ said:Of course, the problem with TN is that the missions are pretty short, otherwise they'd infringe on player's ability to ration their gaming time. The point of this thread is trying to achieve similar effect without having to forcibly keep player in front of their box
In a way both approaches are the same - you could see it as "rewarded with better item for not reloading" or "penalized with worse item for reloading". It's just a matter of presentation, and as you said the reward "marketing" has a better psychological edge. After all, you want your players to feel rewarded for succeeding at the challenge, and if they fail to still have a good motive to try it again (on a subsequent playthrough maybe?). You don't want them to feel like you're insulting them for failing the challenge - if only because you want them to buy your next game too. Niche games like roguelike don't have this problem obviously (because their players are hardcore to begin with) but if you want to implement this system on a more accessible level (and I'm talking Fallout or Daggerfal accessible here, not Oblivion) the pschological edge has its importance.OTOH, the reward approach would have certain edge psychologically, as it would have much less butthurt potential
Also, the reason I was thinking of it as "reward vs penalty" in the previous post is that I was actually subconsciously thinking of saving instead of reloading (which is kinda another mechanic entirely, and which I think we agree is a bad idea).
Well laptops. Unless of course you're playing a Ubisoft or Steam gameIf they can make their app keep running even if there is power outage or storm surge, they definitely deserve the latter.
Wait when did religion get there? Oh, you mean God striking players who don't save down with a power surge during a storm?Though it's funny, how, even if such an unrelated discussion religion and lack of mental health seem to go hand in hand.