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Falcon
05-02-2006, 05:33 PM
I think something important to be present in Prey shall putting each enemy in its context... in other words:
That each ones' function would be left well specified (whether they're scientists, warriors, zombies...), and appear only at the places they belong (for example, being the hunters the "security guards" they shall be at all places, but the mutates should be confined only to the laboratories).
Most games do not accomplish this... Clive Barker's Undying did yes, and I hope Prey does too.
Falcon

jazgour
05-02-2006, 05:48 PM
I think that 3drealms and human head certainly have considered this and have applied this concept accordingly.

so, F#$K yah, they get that S#*t.

hell-angel
05-03-2006, 01:42 AM
I don't care where I kill the enemy. ;)

dark_angel
05-03-2006, 01:52 AM
Yeah, we only care about blowing them apart!

hell-angel
05-03-2006, 02:06 AM
Yeah, we only care about blowing them apart!
:D True

Spooger
05-03-2006, 04:20 AM
Well, I think the guy has a point :)

I'm a big fan of consistancy in games, and I guess that can be applied here. It's nice to see games that don't randomize the enemy experience; that is to say, games that don't break the flow of the environment by making you fight an enemy that just doesn't belong.

In the end, it is all about fun "and stuff," but it's always nice to reflect on an experience and realize that it was tuned to a point of environmental consistancy that most games fail to achieve.

hell-angel
05-03-2006, 04:57 AM
But on the otherside, don't scientist come out of their lab once in a while? remember, that ship is supposed to be the house of the aliens, not just their work place. ;)

Spooger
05-03-2006, 05:44 AM
But on the otherside, don't scientist come out of their lab once in a while? remember, that ship is supposed to be the house of the aliens, not just their work place. ;)

Well, not only that, but in Prey's case, this idea of consistancy might not be all that, uh, consistant. I recall reading that humans aren't the only thing being picked up by the aliens, and that other creatures might end up being your enemies, regardless of that common denominator of being stuck in the same situation.

So, if there's no real methodology to just how things are housed in the sphere itself, then it's not going to be terribly inconsistant to run into new and strange things around every corner. Again, in Prey's case the whole issue is a little wonky, because environmental consistancy is nice, but storytelling consistancy is nicer, and keeping storytelling consistancy might just BE making things, well, somewhat inconsistant.

I think I agree more with the ideal of consistancy in design, than say, to always expect games to adhere to some defined consistancy rule that can, given a unique story like Prey, actually lead to some sort of paradoxical elements.

Falcon
05-03-2006, 07:22 AM
I'm not saying about each creature restricted to a part of the game, but for example, that if you don't find a scientists near the labs, you will find him always close to them, with perhaps 1 or 2 exceptions throughout the game. I meant that with consistency.
In most games, you start initially facing 2 kinds of enemies and end up facing with the highest number at all parts, which leaves you to wonder: why are all the guys everywhere but by the part I started the game?
Of course paradox shall be present, but I'd just hate having something like I said above in the game.
By the way, I cannot wait till July 10 to get on Prey :)

hell-angel
05-03-2006, 08:34 AM
The answer to your question is very simple:
If the highest number was also available in the first part the beginning would become unplayable for most players. ;)

Rider
05-03-2006, 10:08 AM
The answer to your question is very simple:
If the highest number was also available in the first part the beginning would become unplayable for most players. ;)

But what bearing does that reason have on the story? Wouldn't it be utterly un-imersive to have the aliens give THAT as a reason why their entrances are nigh unguarded?

Micki!
05-03-2006, 10:23 AM
I understand falcon's point...
And i agree, that it would b prefered that way... I also believe that Prey will make it so, that creatures/enemies/Allies are located on a logically right location...

Unless of course there is a reason of why they ain't there where they belong to originally... Like, if the Mutate enemy was set free from a locked location, or if you're hunted by some enemies etc...

Boinky
05-03-2006, 02:04 PM
I dont see how they could be "logical" I mean they have portal technology.. Why couldn't they just use it to go where they are needed? It isnt like they have to walk everywhere. However I can agree with his point, I just cant see it being justified in this case. :\

hell-angel
05-04-2006, 01:54 AM
But what bearing does that reason have on the story? Wouldn't it be utterly un-imersive to have the aliens give THAT as a reason why their entrances are nigh unguarded?

Well, if you look at most military bases on earth, they have mostly unguarded entrances as well. Only a few people are watching it. ;)

Kalki
05-04-2006, 02:10 AM
The portal game flow makes no sense to me. Nor does the need to have them in crates or miniature showcases. And how does Tommy still manage to keep track of Jen? No sense whatsoever.

That to me is cool. That I can't make head or tails of the navigation system in the sphere, makes it truly alien and designed by an intelligence that doesn't "fit" with our brains.

hell-angel
05-04-2006, 02:13 AM
The short and simple version of kalki's post;
Prey is gonna rock. :cool:

;) :p