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And lo On Wed, 09 Jun 2010 16:51:57 +0100, Darren New <dne### [at] san rr com>
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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