@JasonR86 said:
@sthusby said:
This really bothers me. Why do developers just coast by and ignore problems that have basically been there since the birth of 3D gaming?
Why is that player characters still don't change animations when walking in a set of stairs?
Why won't characters use their arms when opening doors instead of opening them with mental powers?
Why do swords still work like blunt weapons in most games?
How the hell is invisble walls still a viable way to close things off?
How big are pockets in gaming? Seems they can fit rocket launchers, machine guns, grenades and anything in between.
In fantasy games, why do weapons float on a characters back?
Does no one know how to climb? This is a huge problem in Skyrim. Why can't the player character just grab the ground to climb?
How is that main characters in every RPG can carry 50 swords, 200 potions and 500 keys, but none of it shows on their bodies? How about a bag and authentic limit?
Some of these things might be hard to do, other things are not hard at all. But if no one challenges these preset notions, then how the hell are we going to have any progress? I hate the notion of "everyone else does it, so why should we change it?". Ugh, developers, get your fucking shit togheter. They're fucking wizards with tech and coding, so why can't they just fix a few of these things?
Do you guys have anything like this that really grinds your gears?
-The stair thing has been fixed for a long time by many games. Look at GTA 4, the Metal Gear games post 2, etc.
-There were games on the N64 that had fixed the door thing. Zelda:OoT did this. Several games have this.
-I don't understand the sword thing.
-Invisible wall aren't ok and many developers have attempted to fix that problem this generation.
-Not all games are meant to be realistic so the pocket thing is fine. Plus, would you like the opposite to be true?
-Not all weapons in all fantasy games float on people's backs. Plus, this isn't just a fantasy game problems.
-I don't get the climbing thing.
-The 50 swords, 200 potions, etc. is there because the opposite end of the spectrum would suck.
- Certainly some games that do it right. LA Noire for example. But I'm talking about the general in general. Most games don't change animations.
- Again, there are a few games that adress this. But when I play Skyrim, Rage, Dragon Age and so on, why can't they just animate a hand opening the door?
- A sword is sharp. Yet in games you just bash swords as if they were maces. Assassin's Creed not withstanding.
- Invisible Walls are poop. Same goes for knee-high obstacles.
- I really liked the way Max Payne did it. If I have to choose, I'd rather have that approach than the GTA approach. RDR was halfway there.
- Not all, but most. And yes ,that is true.
- When you get to a steep slope in a game, you always have to go around. In real life, you'd probably just use your arms and climb up.
- That may be true. But we don't really know because no one has tried.
Over to those of you who want to hear suggestions. Okay, I'll adress what I think would be an interesting twist to the whole inventory thing. Let's say I'm talking about a fantasy game in the vein of Skyrim or The Witcher.
How about making a backack. Let's say that this backpack was clearly visible and not just a mechanic. When encountering enemies you'd drop it when unsheating your weapon. When the fight is over, you would have to go and pick it up if you want your inventory back. Considering the backpack is visible on the characters back, this would also fix the floating weapon issue.
When it comes to storage, I'd imagine having to bundle weapons togheter when looting, and then attaching them to the side of the pack. Let's say you could carry a maximum of 15 weapons marked as loot. On top of that, there could be three active weapon slots. All of these would be visible on the outside of the pack.
When it comes to potions, these would have to be equipped before going into battle. I imagine having 20 slots for potions, and the potions are just tiny vials, and all of these would also be visible on your character whn equipped. Again, the vials would be very small, no bigger than a finger.
As for the amount available to store in the pack, that would have to depend on what is available to loot. For instance, I'd prefer not being able to loot clothing, as I've always found it wierd in games like Skyrim, where the enemies just end up in a naked pile somewhere. In general, I'd like to see being able to loot less, but having the loot being more valuable. Maybe one could do like Torchlight, and add a pet that can go to the nearest town and sell goods.
I think this would make for a much better sense of place, and a much more authentic feeling when playing. Of course this couldn't apply to all games, but at least it could apply for most fantasy games in the vein of Skyrim, The Witcher and so on.
I know I would be interested in a game that tried something like this. I always find it jarring when I go to the shop, and I pull out 20 swords and 50 iron ingots and sell them. It just breaks immersion for me, and I think we have a long way to go.
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