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Here I still disagree. But not as much as before. | |
Posted By: munky-058 <munky.058@gmail.com> | Date: 12/13/10 5:24 p.m. |
In Response To: Re: Exactly what you said (Cody Miller) : In a sense you are right, but please understand that you cannot 'generate : your own gameplay' nor can you 'play outside the developer's rules', since : that is all determined by the game code. Everything you can do is part of : the 'developer's rules' unless you modify the code yourself. What you mean : I think is discovering rule interactions not foreseen by the developers, : and yes this is rewarding and gives games depth. I used to think you were dead wrong, remember? People with your mentality are the reason we have so many invisible walls and soft-kill zones. But because of them, and the way they limit us, I see your point a little better. Arbitrarily telling us how to play the game is wrong. It makes it less fun. Even when it shouldn't matter, like the invisiwall behind Blue Base on Tempest. They shouldn't do that. If they don't want us going somewhere, make it difficult to get there, don't cop-out with an invisible wall. Reach is a lot less fun because of this. I have the skill to jetpack across the very thin girders on Exodus. But I can't get far because of the soft-kill zone. It took the fun out of exploration. It didn't bother me so much in Halo 3. It does in Reach. Because of this, we'll never have awesome jump videos like we had in Halo 1, and The Banshee trick on The Package is the only thing we can truly enjoy liberties with. But even that is limited, because we have banshees. That takes longevity out of the game, and all the grinding challenges in the world aren't going to keep me hooked. Bungie should have had an "Unlock all invisible walls" bonus for Solo Legendary Completion + scoring off. The fact that they can disable the walls in New Alexandria and The Package is a sign that they easily could have, but chose not to.
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