1) Combat animations used more than three times shan't be longer than two seconds.
2) Cut scenes shall be neither accidentally skipped nor unskippable.
3) Saves shall be after the cut scene and before the boss fight reload.
4) The word aubergine amuses me and man hours will be spent including it instead of the Wilhelm.
grooowrrrr! [menace menace] rrrrowwwr!
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Another vote for #2. While I don't like unskippable after I've seen something once, sometimes I've accidently clicked something that skipped through a cutscene in the middle, making me miss important info. Or I miss some when the phone rings. Or one o' the dogs has to pee-> right NOW. Want the option to go back & replay an informational cutscene when that happens.
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2.5 negatives. [Image Can Not Be Found]
Finkbug, I actually counted the negatives as I read & reread. I thought, "Surely he didn't mean that he wants unskippable." So, I rounded the .5 into allowing cutscenes to be skipped.
And yes, pausable. Didn't think of that feature as few games I play have it. Plus I too want a reviewable cutscene menu which is interesting as I've never used the feature in games that have it yet have wished to replay cutscenes in games without.
[Image Can Not Be Found] You write cut scenes while I write cutscenes…. [Image Can Not Be Found]
I believe mine is a holdover from FMV adventuring days.
I think what peeves everyone about the first part of number 2 is missing critical information. How about generalizing to say that thou shalt not put mission critical information in a fallable place? If it's that important, it should be in the <insert recordable log cliche here> where it can be reviewed at will. Cutscenes are nice for atmosphere and hinting at important stuff like the fact that the locker keycode changed, but don't put the keycode in the cutscene. Unskippable cutscenes and video nonsense after the fixed save and before the boss fight are really inexcusable. Like those damned 'please keep your living quarters clean' videos in the silo elevator. If it takes 35 minutes to get down to the living quarters can't we have 'Apocalypse Now' or something????
My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude
Helmut, the nature of underground silos is that they go deep. The elevator was designed for reliability, not speed. If you want a faster elevator, design and install one. If you don't like the PSAs that run during your ride, keep your damn living quarters clean, you sloppy bastard.
I like cutscenes, oddly, and always have. Which I know is an unfashionable view in game design. But I am continually frustrated by the fact that I can't replay ones I wasn't paying attention during.
Here's one:
5) When designing traditional format games such as shooters, recognize that the "traditional format" control scheme exists for a reason. Do not simply move controls around to be different.
Life is the misery we endure between disappointments.
I don't think you understand that my quarters are clean and I'm still forced to watch the damned things on account of that velociraptor and her chunks of goat strewn about the place soiling my Turkish carpets knocking over the hookahs. Be a lot easier in a tunnel alls I'm sayin.
I agree with 5 but can't think of a shooter lately that forced me to change my ways radically. Except the final Myst game which had free camera movement but without a checkbox for inverting the mouse axis. Did you know that once you switch for a few minutes your brain can't go back? So now everything else I play without inversion.
My Dark Souls single player sensibilities are protected by a +10 GfWL Firewall of Ineptitude
I am not a messy eater, I'll have you know. It's the delivery people leaving that trail of goat parts... and I'm certainly not eating goat off the floor. I'm a Togeraptor, not a pig. And are you sure those are Turkish carpets? Looks more Persian.
And Steerpike, no one likes those "captured audience" PSAs in the elevator. Don't come crying to me if you find the speakers in pieces. Or a goat's head in your bed.
Just sayin'...
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Finkbug's Game Creation Commandments, part second
1) All controls shall be remappable
2) The game shall recognize swapped right/left mouse buttons from system settings
3) The game shall recognize number pad and arrow keys as different than other keys.
Warhammer Online and Warband are offenders. As are many, many, others.
grooowrrrr! [menace menace] rrrrowwwr!
I refuse to get drawn into this conversation with my subjects. For the next week rations are gruel and water.
Did you know that once you switch for a few minutes your brain can't go back? So now everything else I play without inversion.
Were you an inverter? I have a buddy who plays shooters that way. Ironically I couldn't play a flight/space sim "normally," where up is up, but when I try to do the same in any other kind of first person game I actually get queasy.
Life is the misery we endure between disappointments.
I get my FPS and flight controls around the wrong way every time, so much so that I can never remember which is my preferred style of play.
How about a rule like: If you have to have a cutscene, make it interesting, relevant, and entertaining. Would that be ok? Like Steerpike, I enjoy cutscenes, but I was left feeling bored during SC2. By the way, 7 hours of trial took me up to Friday afternoon. Should be at least 7 days of trial.
A man goes to knowledge as he goes to war, wide awake, with fear, with respect, and with absolute assurance. – The Teachings of Don Juan
I think it's a straight up (6).
6) Controls shall be fully mappable to user preference, and will support input subtleties, including but not limited to no fewer than infinity <MouseX> selections, where X is a number referring to a standard pushbutton; mousewheel up/down/left/right (I'm looking at you, Metro 2033); and number pad redundancies. Unlimited player-specific bindings shall be available.
Life is the misery we endure between disappointments.
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