You Have Been Destroyed
#21
Posted 06 February 2013 - 11:44 AM
#22
Posted 06 February 2013 - 11:56 AM
Edited by CygnusX7, 06 February 2013 - 12:10 PM.
#23
Posted 06 February 2013 - 12:02 PM
#24
Posted 06 February 2013 - 12:05 PM
#25
Posted 06 February 2013 - 12:08 PM
Garth Erlam, on 06 February 2013 - 10:40 AM, said:
LoneUnknown, on 06 February 2013 - 11:24 AM, said:
Before I answer that, I ask you to ask yourself....
What is the purpose of the big zooming "you suck" text? Like what does it do to enhance the game in a positive way?
edit- PS. I do have an answer ready but I want you to think about what I am asking first.
On second thought, garth probably wont be back any time soon so I will go ahead and try to clear this up.
When it comes to creating immersion in imaginary worlds, text fonts and verbage are subtle yet critical elements to maintaining the proper atmosphere.
Let's look at star wars for example: When the opening crawl begins, we are treated to exciting fonts and visuals, along with the classic scroll, which are fun and interesting for US, the VIEWERS to look at. At this point in the film, we are not yet immersed into the film, and we are moving from the position of outward observers, toward being immersed in the setting.
Yet WITHIN the movie's "universe" they do not use fonts like we see in the opening, in fact it is not even a recognizable language. It was deliberately designed to look alien to us, and consequently, enhances the atmosphere. Once we are into the film, we view it as a "correct" language for the setting we are in.
Now imagine, that Han and Luke are in a scene talking with one another, and a viewscreen comes up to give them some expository information for the plot from what would be a news terminal... and instead of the established language and fonts of that universe.... we are treated to words that look like the opening crawl, in english, in big puffy letters, being scrolled across the screen the same way we saw in the beginning. Let's even throw in the classic john williams orchestra score while we are at it. We can even have the screen referring to the characters like "the good guys, luke and han"... basically some way that WE the VIEWER might speak about them them... not how they would be referenced within the films universe. This would immediately take us out of the film, and remind us that we are indeed viewers. It would also cause a great deal of confusion regarding logic and whether or not this film was to be taken seriously or not.
So, when creating a game in an established science fiction universe, which is based around being a SIMULATOR, which to be successful requires immersion of the player in the atmosphere and environment: is it better to keep your flavor text relevant to the game's universe, or to the perspective of the player? Is it better to give information screens that would look like something you might pull up off a battlemech or command computer in the mechwarrior universe, or is it better to make things look like you are watching a cartoon about a mechwarrior video game? Console games are the antithesis of simulations in this regard, and generally give information based on the PLAYERs perspective, and not the UNIVERSEs perspective.
Where a console mechwarrior game would use words like "players" "you" and " X button"
A sim mechwarrior game would use words like "pilots" "mechs" and "controls"
From front end, to in game, to mechlab, to lobby, to end of match screen there is a certain consistency in MWO.... it all seems to fit in the games universe for the most part, and one might actually enjoy the experience of feeling that they are a mech pilot interacting with the games universe... save for one new glaring exception:
YOU HAVE BEEN DESTROYED... with zooming text seen nowhere else in game. Could you imagine modern fighter pilots having that appear on their HUD when they take a hit? I mean that's realistic, right? How about putting it in a marines helmet... like if they got shot... that way it will be the last thing they see but at least they know what the heck happened.
Oh wait, those ideas suck... It sucks in MWO too.
#26
Posted 06 February 2013 - 12:24 PM
#27
Posted 06 February 2013 - 12:32 PM
I'd rather have them totally revamp the stats. Remove Kills and replace it with damgage taken. I like to see how much damage I soak up in my Atlas while I was tanking the crap out of the other team while my team was killing them all.
Who is a better teammate/pilot? Someone who gets 4 kills but gets 150 dmg or someone who gets 0 kills but has close to 1k dmg?
#29
Posted 06 February 2013 - 12:51 PM
http://www.youtube.c...JCp3t8f2I#t=52s
I wish this game had that lol
Edited by gevurah, 06 February 2013 - 12:51 PM.
#30
Posted 06 February 2013 - 01:02 PM
gevurah, on 06 February 2013 - 12:51 PM, said:
http://www.youtube.c...JCp3t8f2I#t=52s
I wish this game had that lol
Did this game come out in 2002- 2005? I really don't know what to make of this.
#31
Posted 06 February 2013 - 02:35 PM
The game feels like an arcade game now more than a sim. I would have much more prefered it to have a lobby with that info and word changes and then the scenes laid out for you to see the mechs actually dropping onto the planet, and an ending scene with the final kill, capture or what have you... Then an ending lobby that lists all the relative info again with word changes as suggested by Lone.
Basically what I'm trying to say is that I would like to see a game that sucks you more into the Mechwarrior/ Battletech Universe, instead of one that feels like a matching making pvp Doom, CoD or Unreal PvP game.
It would be nice to be able to coordinate with your team mates before the drop and select within an allocated zone of choice, where you want to drop on the map sectors etc...
Edited by Ronstar, 06 February 2013 - 02:40 PM.
#32
Posted 06 February 2013 - 04:54 PM
Now once you add Solaris, that's a bit different. In the arenas, battlefield messages can be supplemented with the din of the crowds and announcers and commentators.
(not complaining PGI...suggesting. I want you to try many approaches, sometimes they might go astray though...)
Edited by Elyam, 06 February 2013 - 05:04 PM.
#33
Posted 06 February 2013 - 05:02 PM
Elyam, on 06 February 2013 - 04:54 PM, said:
Now once you add Solaris, that's a bit different. In the arenas, battlefield messages can be supplemented with the noice of the crowds and announcers and commentators.
i hadn't even thought about that until now. when the mech goes down the controls should spark constantly and have some small fires break out, or in the case of a cockpit kill just an explosion that fills the cockpit itself and maybe some blood spatter.
#34
Posted 06 February 2013 - 08:40 PM
#35
Posted 06 February 2013 - 09:08 PM
#36
Posted 07 February 2013 - 01:34 AM
#37
Posted 07 February 2013 - 02:24 AM
I mean, if this were in the story-based missions, okay. But these aren't story-based. There's no role-play aspect to them. It's essentially a tactical FPS inside of giant robots tanks.
If they have this screen carry over into story-based missions, then I can see the complaint.
#38
Posted 07 February 2013 - 10:04 AM
Edited by Elyam, 07 February 2013 - 10:05 AM.
#39
Posted 07 February 2013 - 10:59 AM
Also, as someone already suggested, please include a clip showing your mech getting blown apart, from few different angles.
One critique though, I'd seriously like a "total damage taken" stat showed together with the damage dealt.
#40
Posted 07 February 2013 - 12:31 PM
Mucia Prata, on 07 February 2013 - 02:24 AM, said:
I mean, if this were in the story-based missions, okay. But these aren't story-based. There's no role-play aspect to them. It's essentially a tactical FPS inside of giant robots tanks.
If they have this screen carry over into story-based missions, then I can see the complaint.
Just nipping it in the bud. Just like any good gardener would do.
P.S. Funny thing is with how so many have stated, over and over, how MWO is not newb friendly, then this hits em. I am quite glad I don't do that X-Box Online stuff if this is what they considered newb friendly...
Bors Mistral, on 07 February 2013 - 10:59 AM, said:
You should play more. That will fix that issue.
Edited by MaddMaxx, 07 February 2013 - 12:32 PM.
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