The 7 Commandments All Video Games Should Obey

Discussion in 'Gamer Chat' started by Supahboih, Nov 25, 2009.

The 7 Commandments All Video Games Should Obey

Discussion in 'Gamer Chat' started by Supahboih, Nov 25, 2009.

  1. Supahboih

    Supahboih New Member

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    y'know, just in case a game-producer happened to stumple upon this site.

    link
     
    Aurora likes this.
  2. Kaaraa

    Kaaraa Space Junkie

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    I was hooked after the very first commandment. I miss the days when multiplayer only meant more controllers, not more consoles, TVS, and ethernet cables. :arghh:
     
  3. Lobsterlegs

    Lobsterlegs Guest

    Good read, thanks!
     
  4. Aurora

    Aurora The Defiant

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    *apploads*

    That was hilarious, true and it learns you something. Excellent stuff.

    However, I'd have to disagree on the open spaces between missions. How realistic would a game such as Oblivion be if all cities and buildings were clumped together? It would just be one massive city with dungeons / ruins right in the middle of it, or what? That's just an epic load of nonsense. And I really, really enjoyed the vast open spaces in the last Zelda games. Finally Hyrule was really a kingdom, instead of just a town and a few 100ft paths between the town and other districts. It started to get better with OoT, but TP perfected it. Well, actually WW did, but that's to spoiler sensitive.

    Again: I loved that article.
     
  5. Kaaraa

    Kaaraa Space Junkie

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    The space issue is a mixed blessing. Oblivion did it right because after you've explored the areas, you can fast travel to key locations. Personally I like exploring every corner of the map as long as it's recorded somewhere (which is why randomized maps in Diablo 2 kind of annoyed me).
     
  6. Wing Zero

    Wing Zero New Member

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    Oh yeah I read that article a while ago, and its pretty much all true. The open spaces thing has a few exceptions like Legend of Zelda and Oblivion because they're supposed to be vast and immersive, plus they have teleports once you reach the places if you're in such a rush. Personally i like to enjoy the surroundings of those kind of games since you'll always notice something new.
     
  7. Gforce

    Gforce New Member

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    ah cracked, i love that site.
     
  8. the8thark

    the8thark New Member

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    My comments on the 7 sins listed here:

    1 - I totally agree here. Well said.
    2 - Totally disagree here. Look at WoW. It's just 100% padding from start to finish but everyone loves it. Same for the Zelda series etc. 4 hour games are like wtf I spent $100 of 4 hours of game. Sure a brilliant 4 hours but only 4 hours. What a waste.
    3 - I agree here. Pain in the *** at times. But save checkpoints to make the player actually get good at the game to beat it not just try the same little hard part 100 times till they get lucky and fluke it.
    4 - I agree here. But what a sick twisted society we are in who wants killing to be fun.
    5 - Agree totally here.
    6 - Again agree totally here here
    7 - 100% agree here. Leet grphics do not always = a great game.
     
  9. Supahboih

    Supahboih New Member

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    On that point, I disagree with you... Sure, the objectives shouldn't be right next to each other (exept in portal, wich is sttill awesome <.<) but too much travelling is really not making it better
     
  10. Aurora

    Aurora The Defiant

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    Care to give an example?
     
  11. Gasmaskguy

    Gasmaskguy New Member

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    I can give one. F3. I think there was too much content and too little room, really. Didn't feel like a vast desolate wasteland, at least not enough.
     
  12. Aurora

    Aurora The Defiant

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    But in Fallout you have the radiation thing. If the areas were much bigger, then the radiation couldn't have as much effect on you. You know, since your character would have to spend way more time in it on occasions. That would have made the radiation affect to small on short walls, which kinda takes away that hasty and panicky feeling. And that feeling is exactly what most reviews I've read praise the game for. It feels real.

    However, those insignificant side quests ruin that anyway. Those should be sin number 8. Having an epic and urgent story in all rpg games, but you can walk away from it at any time to collect statues for weird strangers. I have a feeling that such things could be implemented much more smoothly. Don't care if it costs some level of freedom. At least you get an impressive story in return.