ZylonBane on 4/12/2013 at 21:11
Quote Posted by jay pettitt
Why so? Other than x not being a number.
Because it's utterly ridiculous that a publisher would make such an arbitrary, meaningless demand.
gnartsch on 4/12/2013 at 21:27
Quote Posted by jay pettitt
Why so? Other than x not being a number.
Quote Posted by ZylonBane
Because it's utterly ridiculous that a publisher would make such an arbitrary, meaningless demand.
Replace 'X missions' with an equivalent like 'playtime at least ~12 hours' and it makes perfect sense.
You just did not want to admit that you get the idea of what JP was saying, ZB. ;)
skacky on 4/12/2013 at 21:30
Quote Posted by ZylonBane
Because it's utterly ridiculous that a publisher would make such an arbitrary, meaningless demand.
You have no idea how stupid publishers' demands can be, sometimes. "Oh, your game is nice and RPG-ey but we want a lot more action and less stats" or "Your levels are too confusing, make them linear". I'm not even joking.
Rope Arrow on 5/12/2013 at 03:29
Quote Posted by Cigam
Nothing prevents you from doing all that in Masks though does it? You can play any mission that way if you want.
Just out of interest, do you do this for other missions? Case and map Bafford's manor before hitting replay and playing it "for real"?
If you do that is your choice but it shouldn't be enforced game design.
You don't even need to hit replay. Just case and explore with or without ghosting, THEN play to complete the objectives, all within the same mission playthrough.
An interesting point. But no, I don't play that way.
This is coming from a guy who plays a lot of action games like Thief (action games here defined as having a set character with skills and tools that the player has little to no control over defining), my favorite genre of gaming is the RPG. I love playing a role, being 'in character.' I carry this idea forward into my action plays, here liking to be 'in character' as Garrett.
Garrett, I assume, will always conduct reconnaissance before a job. I picture him visiting informants, buying maps from people that have been there before, maybe having a casual look around a day or two before. Usually though, all of this is over and done with by the time control is handed back to me, the player. The game assumes that all of that stuff would be boring to play, so it only lets me play through the job itself. I think it's a valid point, because I found that I quickly grew to despise the City-wandering inbetweeny bits in Deadly Shadows, constantly visiting the same places over and over. But by the time Casing the Joint rolled around, and they actually allowed me to play through the reconnaissance, I found it to be a lot of fun. Garrett and I were exploring together. Usually by the end of a mission, I know the layout of a level better than my own street. But only in Masks did I have that knowledge at the
start of the mission.
Only in Masks would I see a guard coming, and I could duck into a room already knowing exactly what it would contain without having to look, where in it I could hide, and where there was a secret passage with which to escape. I felt like I
owned the place. Rather than bumbling around like I did through pretty much every level of my first playthrough, I
really felt like a master thief, rather than that I was just playing one. And that feeling wouldn't have been possible without the inclusion of Casing the Joint.
Would I want it for every mission? Of course not. And I can definitely understand why it wouldn't be liked. But for myself and my own perspective, I stand by it as a cool design choice and a fun change of pace.
jay pettitt on 5/12/2013 at 16:07
Quote Posted by ZylonBane
Because it's utterly ridiculous that a publisher would make such an arbitrary, meaningless demand.
I get what you're saying. But I'd be a little surprised if it wasn't common place. It's arbitrary to you and me perhaps, 10 levels or 11 isn't going to make or break a game and who says which is right? But I doubt publishers see it that way. I'd have though
t it might be one of the very few things that is tangible and that you could write into a contract. And that you could then use as a measure of development and to check against progress milestones etc etc.
If you give someone a couple of million dollars, you're going to want some kind of control over what you get for your money.
ZylonBane on 5/12/2013 at 17:14
Quote Posted by gnartsch
Replace 'X missions' with an equivalent like 'playtime at least ~12 hours' and it makes perfect sense.
So you're saying, "Replace what he
actually said with something different that makes more sense."
Genius! :rolleyes:
gnartsch on 5/12/2013 at 21:37
Quote Posted by ZylonBane
So you're saying, "Replace what he
actually said with something different that makes more sense."
Genius! :rolleyes:
Think about it. ;)
The number I mentioned is just as arbitrary as the other number. :cheeky:
I just fooled you into believing that it makes more sense. :joke::laff: