POV-Ray : Newsgroups : povray.off-topic : Alan Wake, AAARGH! : Re: Alan Wake, AAARGH! Server Time
4 Sep 2024 19:17:06 EDT (-0400)
  Re: Alan Wake, AAARGH!  
From: Phil Cook v2
Date: 10 Jun 2010 03:56:25
Message: <op.vd2q0mjlmn4jds@phils>
And lo On Wed, 09 Jun 2010 16:51:57 +0100, Darren New <dne### [at] sanrrcom>  
did spake thusly:

> Phil Cook v2 wrote:
>> you couldn't lock doors behind you to stop the AI path-finding :-)
>
> What, in Thief?  If you pickpocketed the key, you could unlock the door,  
> go thru, lock it, and the AI couldn't follow because it didn't have the  
> key. It totally worked.

Ah pick-pocketing the key, didn't do that very often.

> You couldn't relock something you picked unless you found the key, tho.
>
>> But it does highlight developer thinking.
>
> Exactly.  I'm not sure I'd call it "developer thinking", but yes.
>
> The trick is to drive the gameplay without any invisible walls.

Illogical barriers to progress, invisible walls is snappier though.

>> I'm not sure about hidden bits. Oblivion had plenty of those and it  
>> still got dull, InFamous had none and I loved it.
>
> OK.  Well, *I* find it dull. :-) Maybe that's just because I play every  
> game like an adventure game. ;-)

Well everyone's different. I can't stand racing games, my cousin loves  
them.

-- 
Phil Cook

--
I once tried to be apathetic, but I just couldn't be bothered
http://flipc.blogspot.com


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