![]() |
#1 |
Deathwalk fans
How many people out there truly loved the deathwalk ability in the game? I think it may be one of the greatest things to happen to fps's in a long time. It keeps you in the experience of the game from beginning to finish and makes the story really flow. The people that complain that it makes you invincible so you can't really die, well doesn't loading a saved game or restarting a level do the same thing? To make a game truly realistic you would have to make it self destruct after you lost in it, so you wouldnt be able to restart. I just really cant stress how perfectly designed this whole game appears to me. The guys at Humanhead and 3d realms really outdid themselves this time.
|
|
![]() |
![]() |
#2 |
Re: Deathwalk fans
The difference is that save games don't change the nature of an objective, they just give the player more opportunities to complete it. So whether it takes you 20 attempts or only one attempt, you're still achieving the same thing.
With deathwalk on the other hand, the attempts are part of the game itself, so the challenge is no longer to make the perfect playthrough, but to do something as many times as is neccesary to complete the task. This means that you could theoretically complete the entire game with a wrench. Having said that, I really liked having the deathwalk feature in Prey - it meant you could really let go and become part of the experience. And there is a thrill to being immortal, and coming back to finish the job.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#3 |
Re: Deathwalk fans
It could use some more tweaking (making it more configurable should accomodate the majority of the deathwalk opposers), but I really liked it. I hope this catches on in other games ... quicksaving/-loading could get tiresome after a while.
|
|
![]() |
![]() |
#4 |
Re: Deathwalk fans
I loved it, and I wouldn't want it changed at all from its current version.
|
|
![]() |
![]() |
#5 |
Re: Deathwalk fans
Yes I very much liked the way death walk was worked into the plot. It is an actual game feature that gives Tommy an edge that confounds mother and her minions. This feature wasn't as well emphasized in the game dialogue and situations as I would have liked, however, as I found stalker dialogue in the game folders that expressed hunter dissatisfaction at having already killed Tommy and yet having to deal with him again. I didn't encounter (or maybe didn't hear) those portions expressed in the game. It would have seemed even more integral to the game progress if each defeat yielded a customized (or randomized) pep talk from Grandfather and each return of Tommy emphasized yet another frustrating surprise to enemy forces that thought they had solved the problem.
Also, there could have been actual, rare and easily learned attempts by mother to actually expel Tommy from the ship that would have resulted in his actual "death" requiring some kind of special restart. These attempts, perhaps by some special "death portal" easily learned and avoided by Tommy would have "kicked it up a notch" I think. They should have consulted Emeril Lugazi on that one. What were they thinking? Don't they know that pork fat rules? |
|
![]() |
![]() |
#6 |
Re: Deathwalk fans
Deathwalk allowed me to focus on simply enjoying the game instead of having to remind myself to hit the quicksave button every few minutes. It made Prey a very relaxing and enjoyable experience.
__________________
The Mountain Man Create your own signature! Fill in the blank: _____________________________________________ |
|
![]() |
![]() |
#7 |
Re: Deathwalk fans
I loved it, since I never had to worry about dieing. I mean, all deathwalk did was take the quicksaving out of the game and replaced it with something fun.
I hope it catches on in other games, since it made the overall experience more enjoyable, as well as made the game better IMO. |
|
![]() |
![]() |
#8 |
Re: Deathwalk fans
I haddn't rad much about deathwalk, so i didn't really knew what it was about... until i died. And I kinda liked it, I remember how much i spend on keep loading my savegame over and over in doom so yea, I think its something good
__________________
Why spend your time reading useless signatures like this one, you better could use it to explore these forums. But since u are reading this nicely made signature, please think about it that when u finished reading it you may call yourself officialy an "idiot" ;) |
|
![]() |
![]() |
#9 |
Re: Deathwalk fans
It was okay, but it took the difficulty out of the game. I'd rather have it the way Halo did: checkpoints regularly so quicksave is eliminated, and some kind of partial health regen out of combat. That keeps the difficulty but gets rid of quicksave.
|
|
![]() |
![]() |
#10 |
Re: Deathwalk fans
I think it would've been better if they changed perhaps not the essence of Deathwalk, but the way it was presented. Instead of winding up in the 'vortex' room everytime you die, the room around you morphs into something abstract, and perhaps, maybe, you have to take the life of an enemy to restore your own. Perhaps that's too intricate though and open to exploitation.
|
|
![]() |
![]() |
#11 |
Guest
|
Re: Deathwalk fans
Best innovation in years.
-Maniac |
![]() |
#12 | |
Re: Deathwalk fans
Quote:
It made the experience more enjoyable, while still keeping the difficulty. I mean, if you hit deathwalk, you DIED, but instead of needing to reload your game, you got to kill a few things and come back. The difficulties still there, some people just chose to ignore it. Plus, if deathwalk didn't exist, the game would NEED to be toned down in difficulty, as I found some of the encounters to be literally impossible without deathwalk, since you'd be hit with so much crap, have next to ZERO ammo left, and you're trying to kill something that is knocking chunk after chunk of your health out with a single blow and you quite literally can't avoid it. If deathwalk didn't exist, the game would be easier. The difficulty of the game is still there, you just chose to ignore it because you feel deathwalk to be something other than dieing, even though it IS dieing. |
||
![]() |
![]() |
#13 |
Re: Deathwalk fans
[QUOTE=Mountain Man;389067]Deathwalk allowed me to focus on simply enjoying the game instead of having to remind myself to hit the quicksave button every few minutes. It made Prey a very relaxing and enjoyable experience.[/QUOTE
couldnt have said it better my self. Good man! |
|
![]() |
![]() |
#14 |
Re: Deathwalk fans
Yes, and that means you'll never be unable to complete an objective - that's what he's talking about when he says difficulty. The challenge of producing the perfect playthrough is gone, and it doesn't matter how you play, because you're able to progress whatever happens.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#15 |
Re: Deathwalk fans
Of course, games are made to be beaten.
__________________
The Mountain Man Create your own signature! Fill in the blank: _____________________________________________ |
|
![]() |
![]() |
#16 |
Re: Deathwalk fans
When I say unable, I'm using the context of a single attempt. If it's impossible to fail then the game isn't providing any set challenge.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#17 |
Re: Deathwalk fans
|
|
![]() |
![]() |
#18 | |
Re: Deathwalk fans
Quote:
|
||
![]() |
![]() |
#19 | ||
Re: Deathwalk fans
Quote:
Games are made to be beaten, and developers do design their titles around that dictum. That's why Valve wanted to make sure Gabe's grandfather (who'd never played a game before) could complete Half-Life 2! Quote:
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|||
![]() |
![]() |
#20 | |
Re: Deathwalk fans
Quote:
|
||
![]() |
![]() |
#21 |
Re: Deathwalk fans
They count for the players that are imposing the goals!
Developers may intend for a game to be played in a certain way, but it's the players themselves who define the nature of the experience, who define the benefit of the experience. And from a pragmatic perspective that's the only thing that matters - the benefit people get out of a game. So if a game is successful purely because there's some unique hook that players have exploited and decided to centre their challenge around, why does it matter if the developers had prescribed a different playing style? In case of Prey, it's relying on a concept - try to avoid dying - that has been established in a hundred FPS before it. The concept is burnt into people's brains, and I would argue that it isn't possible to have fun in the first place in Prey without some element of player set challenge. So if you want to argue that the game doesn't provide set challenges, that's fine, but it doesn't mean that players don't get challenge out of the game.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#22 | |
Re: Deathwalk fans
Quote:
|
||
![]() |
![]() |
#23 |
Re: Deathwalk fans
Counter to what? I'm saying that what matters is ultimately what players get out of the experience, and to assess the challenge Prey provides (to its customers as a whole) you'd have to look at how they're playing the game, what challenges they're setting themselves.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#24 |
Re: Deathwalk fans
Counter to the simple fact that Prey is not challenging. User-set goals are irrelevant, a game is supposed to be challenging, period. Prey has no game-over. It does not require me to improve my skill level one jot throughout the entire game.
|
|
![]() |
![]() |
#25 |
Re: Deathwalk fans
I'm not saying Prey is necessarily challenging for you, but that it's challenging for other people, and that you have to look at how other people are playing the game - not just yourself, to assess the challenge gamers as a whole are getting out of it.
I played the game not wanting to die, and it seems that most people did the same, so again what matters is how people choose to the play the game. User set goals are relevant to the users who set them! Now whether there should have been set gameplay challenges is another issue entirely and I'm not debating that.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|
![]() |
![]() |
#26 | |||
Re: Deathwalk fans
Quote:
Quote:
Quote:
|
||||
![]() |
![]() |
#27 | ||||
Re: Deathwalk fans
Quote:
Quote:
In the case of Prey, we have a game that is designed to be played like any other FPS. In every other FPS before, dying is seen as bad, dying is a failure, and the less frequently you die, the more skilled you are as a player, the more mastery you can claim over the game's challenges. The only difference is with Prey, the mechanic isn't enforced. Does that mean these justifications for not dying disappear? No. So the challenge isn't artificial at all. Players are doing what they've done in every FPS before - trying not to die. Quote:
Quote:
Look at it this way - if 100% of Prey's players played the game not wanting to die and were subsequently challenged, what does it matter if strictly speaking they didn't have to? Imagine you're the only person who played differently (although obviously you aren't) - can you say to those players: "Prey wasn't challenging for you", and be correct? No you can't.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|||||
![]() |
![]() |
#28 | |
Re: Deathwalk fans
Quote:
Personally, I liked being able to (somehow) get through the hard parts, without resorting to the dreaded quickload-loop. The challenge for me was finding my way through the story (and trying to avoid Deathwalk). But I can imagine that other people like different challenges. Fortunately there are mods (the 'disable deathwalk'-mod can already be downloaded from these forums) and devs that are reading these posts. I expect more customizations to suit different tastes (in Prey 2), but I really hope Deathwalk stays in! |
||
![]() |
![]() |
#29 | ||||||
Re: Deathwalk fans
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
It's like saying that a crappy old banger is fast because you can mod it with nitro after you buy it: a ferrari would still go faster! The car's still freakin' slow at the end of the day! |
|||||||
![]() |
![]() |
#30 | |
Re: Deathwalk fans
Quote:
|
||
![]() |
![]() |
#31 |
Re: Deathwalk fans
Moreover, ghosting a Thief level reinforces in you the belief that you are, indeed, a master thief. In this case, a player imposed goal is enriching an already unique experience. On the other hand, when you ask people to avoid deathwalk if they don't like it, you're only suggesting them to play the way FPSs are conventionally played. How is prey contributing to the experience!
Last edited by dessloch; 08-22-2006 at 07:25 AM.
|
|
![]() |
![]() |
#32 |
Re: Deathwalk fans
Moreover, ghosting a Thief level reinforces in you the belief that you are, indeed, a master thief. In this case, a player imposed goal is enriching an already unique experience. On the other hand, when you ask people to avoid deathwalk if they don't like it, you're only suggesting them to play the way FPSs are conventionally played. How is prey contributing to the experience!
|
|
![]() |
![]() |
#33 | ||||||
Re: Deathwalk fans
And the player says "it matters to me" and subsequently has a challenging experience, and for that player it doesn't matter what the game designers may have intended.
Quote:
Quote:
Quote:
Quote:
Quote:
The purpose of a game is to entertain those that buy it - if does, it's a success, if doesn’t, it's a failure. So if most players find Prey challenging, because they've decided that they don't want to die, then the game has succeeded. Whether or not it's challenging according to a scale that’s based on how players should play the game, isn't important. Quote:
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|||||||
![]() |
![]() |
#34 | |
Re: Deathwalk fans
Quote:
CoD2's was fine except on one level for me. But Deathwalk is fantastic fun also. ![]()
__________________
My vision is augmented. |
||
![]() |
![]() |
#35 | |||
Re: Deathwalk fans
Quote:
Now how about we stick to the topic at hand: the designed challenge of the GAME. Not what Joe Moron decides to challenge himself with, what the GAME challenges him by doing. What the GAME does to stop him from winning. What bosses the GAME puts in his path that are so friggin hard he has to fight tooth and nail for hours to win. What is intrinsically challenging about the GAME. What the GAME does to make him LOSE, and see GAME OVER. Prey has no game over. It's impossible to lose. There is no challenge. You have a version of god mode. Period. Quote:
Get real. Quote:
|
||||
![]() |
![]() |
#36 | ||||
Re: Deathwalk fans
Quote:
This is why challenge is a property of the player. And in Prey, the same moment to moment challenge applies - it's just there isn't an overall 'fixed' challenge mechanism. If you look at the reviews for Prey, if you look at the forum comments, you'll see players are experiencing challenge within each encounter. They want to kick the enemies assess, they don't want to be killed over and over again. Quote:
Quote:
Quote:
Assigning blame doesn't change that. It doesn't make the statement "these people found the game hard" any less true. Equally if most people found Prey challenging, saying "they shouldn't have found it challenging for these reasons" doesn't change their experience, it doesn't mean that they really didn’t find the game challenging! What it comes down to is that if people found the game challenging, then it succeeded, for whatever reason. That's my entire point in this discussion. You can argue about game design, but what matters is what people get out of the experience. Games are aimed at providing people with a certain kind of experience – that's their reason for existence.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|||||
![]() |
![]() |
#37 | ||||
Re: Deathwalk fans
Quote:
Quote:
Quote:
Quote:
Deathwalk gives you an unlimited health pool and makes it impossible to die, and thus makes the game impossible to lose. You are not rewarded in any way for improving your skill. No encounter is a challenge because there is no concept of failure. Therefore, Prey is not a challenge to complete.
Last edited by Foxy; 08-22-2006 at 12:14 PM.
|
|||||
![]() |
![]() |
#38 | ||||||||
Re: Deathwalk fans
Quote:
So a statement like "Prey isn't challenging at all" may not be true from a pragmatic perspective. If you want to define challenge in the specific sense relating to 'game set objectives', then yes, you can make a case for the statement. Quote:
As I said earlier: "The challenge of producing the perfect playthrough is gone, and it doesn't matter how you play, because you're able to progress whatever happens." So I agree that Prey lacks a certain kind of challenge. But clearly players have been getting some challenge out of Prey. Quote:
Quote:
Quote:
All I'm claiming is that: 1.) Players can have a challenging experience in Prey, if they decide they don't want to die. 2.) Therefore it's possible for most players to have a challenging experience, that most players had a challenging experience. 3.) Therefore it's possible that the game was successful because of player set objectives. Those are the only claims I make. And when you accept these claims, you see that player set objectives are not irrelevant. Quote:
Quote:
Quote:
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
|||||||||
![]() |
![]() |
#39 | |||||
Re: Deathwalk fans
Quote:
Quote:
Another analogy: In Thief you could sword-rampage through a level. It was damn hard to do. But you could do it if you had the skill. The game punished you heavily for playing like this, and all was well. I did it occasionally for a laugh. In Thief: DS the 'stab-stab rampage' method was made into a legitimate route to victory. It SUCKED. You're supposed to sneak ffs. Why make a fundamentally wrong method easy? It ruins the game. Quote:
Quote:
Quote:
Game over in an FPS: You die, game over, reload. Nothing more. It's impossible to die in Prey, no matter how badly you play. Game over in Thief: You die, you cock up the mission, you kill someone (on Expert), blablabla. Nothing more. You can very easily be spotted, make a mistake, mistime or otherwise mess it up in Thief if you aren't skilled. |
||||||
![]() |
![]() |
#40 | |||||
Re: Deathwalk fans
Lose what? My argument has always been that player set objectives are relevant, and contribute to the challenge a game provides. I was disagreeing with the notion that players don't or can't get any form of challenge out of Prey.
If you look at the top of this thread you'll see me agreeing with you. In fact I think the best compromise would probably be if Prey allowed you to die in deathwalk mode, and the risk was just enough that was a significant incentive not to die, that there was a very real risk that you would die when in deathwalk mode. If done right, the majority of the time you would survive anyway, and there'd be a checkpoint system for you to fall back on. Quote:
![]() Quote:
The end goal is always to maximise enjoyment. Now in your example, the decision actually takes enjoyment away from the game for a subset of users. So it's a very real tradeoff. However in an FPS the tradeoff isn't so clear. If you allow players to use a certain weapon like a pistol to defeat foes, if you make it viable (lets assume the pistol is a Judge Dredd style side-arm that's so cool everyone wants to use it) then what do you take away from those that want to use another weapon? So you see the right tradeoff doesn't depend on whether the player has made a seemingly stupid decision - he shouldn't just be punished, full stop. It depends on the right balance of fun gameplay elements. If you look at how the major FPS are made, there's always a huge amount of tester involvement. The developer makes something and then it's tested and it fails, and then it's changed and then it fails again, and then it's scrapped! The developers never say "well all our testers are obviously idiots! They're not playing it the right way, lets ignore them". Quote:
What I'm saying is that there are different types of challenge, and that a game may be challenging for a majority of customers even without any kind of explicit game set challenges. So games can succeed in their objective to generate challenge directly because of user involvement. How are products like that a failure? The users are getting what they wanted: challenge. Quote:
Quote:
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
||||||
![]() |
Bookmarks |
|
|