If you pop into the menu – an overlay in the world, in real-time – gives you clear information on your Movement Speed, Balance, Carrying Capacity, Stamina/Fatigue Resistance, as well as your Lung Capacity and Resistance to Falling Unconscious. It also denotes battery capacity, sync level, and rugged terrain resistance.
You're saying it like there's something wrong with walking sims.It looks amazing. And of course, some people will still scream "WALKING SIMULATOR!"
Edification comes in many forms, fun is only one of them.
i have always believed that Metal Gear Survive was a game kojima was prepping during his final few years at Konami, and his team went ahead and finished it for him. There are a lot of similarities between the two games. The thirst/hunger meters affecting stamina, sickness or injuries also affecting stamina and of course O2 being a huge factor, right down to the big monster patrolling the underworld.
While the ladder can also be used anywhere that the physics system will allow – be it to scale inclines or cross gaps – it does have a maximum weight allowance. This means you'll need to be careful not to step on it with heavy cargo, the results could be disastrous.
23. Your items can break
At one point we see Sam's footwear get damaged beyond repair, meaning that he's now walking the mountains with bare feet. This greatly reduces his stamina and bloodies up his feet, forcing him to take a rest and heal himself.
25. You can learn to play the harmonica
You can get hold of a harmonica in the game and can play it with the Touchpad when resting to play a "soul-soothing melody". This is something you'll be bad at to begin with and getting steadily better at playing over time, which your BB will love and give you 'Likes' for!
27. Take other player's cargo
If a player drops cargo (or leaves it behind, for whatever reason) you can actually pick it up and take it with you. This works in a similar way to shared-equipment, once you take it it's gone for everybody else all over the world!
29. Shared lockers exist in the world
You will occasionally stumble across Postboxes in the wild. These are shared and private lockers, structures that any player can build if they have the necessary resources. In here you can store items privately, you can entrust your cargo to other players to deliver on your behalf, leave items behind, and take on delivery quests – all of which earn you 'Likes' if you do a good enough job.
do yo guys see this being another "BOTW" moment for open world games?
Seriously, it seems like you're going to spend more time in the menus than actually playing the game.again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:
https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
They appear as pasty avatars appearing from the tar, throwing in useful items like ammunition and cheering you on from the sidelines.
I do like that, and I like the little avatar cheering you on, it was cute haha
Yeah and if you like RPGs you should just spend all day in Excel! Haha nerds right?again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:
https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:
https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
Seriously, it seems like you're going to spend more time in the menus than actually playing the game.
Ignore the context of the story, ignore the incredible setting, ignore the fact that you fight fictional beasts, ignore the fact that you can ride vehicles, ignore the fact that you actually use weapons to attack hostile camps, then sure.
There's no need to take it all personal or anything, it's a legit criticism, and you're conflating two separate genres.Yeah and if you like RPGs you should just spend all day in Excel! Haha nerds right?
Keep in mind we haven't played the game so ultimately nobody can say for sure, we're just speculating. Based off the article linked above it does seem like there are many, many things to keep track of outside of a more standard third-person gameplay loop, and that may not appeal to some people who find fun in the gameplay of moving/shooting/traversal/exploration and not within the preparation for those things or the maintenance of things like gauges or attire.Ignore the context of the story, ignore the incredible setting, ignore the fact that you fight fictional beasts, ignore the fact that you can ride vehicles, ignore the fact that you actually use weapons to attack hostile camps, then sure.
Depending on just how big the landmass is and how complex, all the user help defiitely adds some nice problem solving aspects to the game. But if the areas arent quite as big as them seem i could see it being kind of redundant after a while.After watching the whole thing this morning I'm blown away. So many cool concepts! I wish I could hear the Q&A part in English.
Building infrastructure together across a rugged shared world by dropping structures like ladders, ropes, bridges, jukeboxes, warning signs, vehicles, who knows what else
...and having players rate them is such a cool concept. Do structures with the most "likes" become permanent? Over time I assume the most efficient hiking paths will rise to the top. I can see speed runs taking unique paths being a thing.
And that's not even getting into the BTs and combat which looks awesome in its own right.
Your opinion is entirely valid, of course, but the multiplayer wouldn't be as successful as it was if a lot of people didn't find the gameplay genuinely fun. Not "engaging", "emotional" or any of the other reasons we love the main story, but pure fun to play.The Last Of Us is one of my favorites games ever, but I wouldn't describe it as "fun". It's engaging, which is different, I guess.
BOTW and rdr2 have shown that more people are into that than not.Keep in mind we haven't played the game so ultimately nobody can say for sure, we're just speculating. Based off the article linked above it does seem like there are many, many things to keep track of outside of a more standard third-person gameplay loop, and that may not appeal to some people who find fun in the gameplay of moving/shooting/traversal/exploration and not within the preparation for those things or the maintenance of things like gauges or attire.
This is kind of dumb though. Ignoring everything else, if you could deliver packages on an alien world wouldn't you?again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:
https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
This is kind of dumb though. Ignoring everything else, if you could deliver packages on an alien world wouldn't you?
What I like about these systems is that most of them seem to have a tangible effect on the controls.
I feel that this is a much more complex subject than how annoying encumbrance can be in RPGs. For all intents and purposes it appears that having a tool for every situation has a very real cost to your mobility instead of what RPGs typically do, as in looking you into a walking state. Which can lead to some real interesting decision making because as we know, the world has hostiles in it that straight up try to steal your shit and scan around for equipment specifically:
My main issue with encumbrance in RPGs as I said in a thread earlier this month, was that they rarely actually present compelling choices. Typically You just are given a ton of shit to pick up and then the game tells you when you have too much and then you drop a bunch of useless things. This seems like a genuine attempt at providing a compelling inventory system that directly affects how you approach situations on top of the part where you make a plan on what to do next.
Like, this situation becomes a lot different when you're carrying a shit ton of equipment on your back affecting not only your ability but also your balance.
Even shooting seems to be directly affected by terrain and your balance.
and make no mistake, when the conditions are right it does appear that the controls are very responsive in typical Kojipro fashion. With a quick dodge and items being able to be picked up super fast.
Like the idea that people don't find this interesting or unique is so confusing to me.
Kojima apologizing for the lack of gauges in mgsv
Possibly the most reductionist post ever?So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.
I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...
This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.
I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...
This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
What I like about these systems is that most of them seem to have a tangible effect on the controls.
Your balance meter isn't something you just pay attention on the menu and when it's at a good number you just go back to holding forward on the analogue stick. If your balance is off, it'll be harder to traverse, especially uneven terrain. That's what interests me the most, how these systems affect the way I interact with the character and world, not just how I interact with the menus.
Or movement speed, which won't just be something you want more of so you can traverse the world more quickly to get to your quest marker, you want better movement speed to survive encounters against armed humans or BTs.
And obviously, the best way to raise both stats is carrying less stuff, which includes ladders and guns, which also obviously directly affect your moment to moment gameplay.
This is my shit. Keeping track of multiple survival game stats just so my character doesn't suddenly die when the meter reaches 0 and the game can work properly is boring to me, but managing these things with my button presses, now that sounds interesting.
Eden makes a great point about this when it comes to Equip Load in this post:
So you're saying that you'd love killing people for money? I love combat in games, but I'm not sure I'd like a career change to be able to do that every day in real life.again, if this stuff actually looks all that 'engaging' to someone, perhaps they should seriously consider a career change:
https://i./1s/2019/02/13/12/9765502-6699413-image-a-11_1550060421892.jpg
Why is "if you think DS is cool you should be a UPS driver in real life" a legitimate criticism? I assumed the guy I was replying to was just joking.There's no need to take it all personal or anything, it's a legit criticism, and you're conflating two separate genres.
TLOU is about Joel taking Ellie across the country. Guess that game is just one giant fetch quest too.So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.
I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...
This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
Your opinion is entirely valid, of course, but the multiplayer wouldn't be as successful as it was if a lot of people didn't find the gameplay genuinely fun. Not "engaging", "emotional" or any of the other reasons we love the main story, but pure fun to play.
So the objective of the game is to go from point A to B to make a delivery. And during that journey you may encounter bad guys that will stop you from making such delivery.
I don't know about you guys, but that sounds like one of those boring fetch quest in a RPG. But in this game, that's all you do...
This is a pass for me. I'll just watch someone play this game on youtube to satisfy my curiosity.
Of course there is going to be some algorithm going on behind the scenes so players don't end up finding thousands of ladders placed in generally the same area. I'm curious how it will work with the rating system. Assuming it's not procedurally-generated and finding a player-created structure is like one chance in a trillion ala no man's skyDepending on just how big the landmass is and how complex, all the user help defiitely adds some nice problem solving aspects to the game. But if the areas arent quite as big as them seem i could see it being kind of redundant after a while.
Right, and it remains to be seen if they deliver on that, the game could obviously still be awful, who knows, but a lot of people are dismissing it without even properly understanding how it works. Too many people are equating story context with gameplay mechanics.Damn, your post and Crossing Edens really highlight how much depth the gameplay loop could have even with just traversal.
Yeah, that was me, hence my avatar!,wasn't you who said Shadow of Tomb Raider would sell 2x Spiderman numbers last year?