Zehnpai
Molten Core Raider
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The problem with gimics has pretty much always been if they"re in, then you have to specifically design uses to them. IE: With traps, it"s fine if you"re the anti-trap class and enjoy that sort of thing, but it sucks for the other 4~39+ other guys who have to stand around and wait for you to figure that shit out.GuyJantica said:On the subject of dungeons, I"ve always thought there should be more non-combat related activities/obstacles that certain classes bring solutions to. A cheesy example would be rogues finding traps and disarming them, but really there could be lots that are semi-unique to the different classes. I understand the basic diku-style game dynamic of healer/tank/dps to conquer content, but that really just leaves all classes being centered around combat in some way. I guess I just wish there were more to the core game. Something along these lines may have been brought up here before, but I couldn"t find it. If so, sorry for the redundancy.
Let"s roll with the traps example even more. You either make traps trivial and then fuck it, we"ll just trigger that shit and it"s more an annoyance then anything and why even have it in the first place, or you make them a hazard and then spread the ability to counter them such that you"re almost guaranteed to have someone who can counter traps...and then it"s just another facet of your game like being able to counterspell or dispel or etc...
Let"s not be Dumar and think there"s some magical game code out there where developers can just go "Voila!" and implement a bucket of paint and then whatever the players decide to use it for is somehow relevant. This is a thread Qhue started a long time ago, but the basic gist of it is, the ultimate evolution of game design is that if there is a bucket of paint on the floor I should be able to use it to do whatever the fuck I want like use the bucket as a helmet or some shit. Some examples would be...
1) Throw the paint in my enemies eyes, therefore blinding them.
2) Paint a picture of a giant cock on the wall and distract my enemies when I ambush them.
3) Splash it on the floor and have my enemies slip on it.
4) Use it for erotic body art on the parties thief and make mad slick love to her like a cheesy porno flick.
People like Dumar think developers have some secret magic code that accomplishes this but they"re too scared of players using it so they hold it back even though this is exactly what the single player RPG market has been trying to do for ages but still haven"t accomplished.
He doesn"t realize for every use that we conceieve of, developers would have to design a use for. In the first example, they"d have to code it so that any enemy that has something cover their eyes has to have a penalty to their hit and enable the "I"m blinded script" where they start thrashing widly.
#2 would require the game code to be evolved enough for the monsters to be able to recognize patterns and re-act accordingly. There would have to be a script for appreciating art or being reviled by it, or just generally confused. Etc...
3 would be pretty difficult as well since when you splash around the paint, it would have to apply to the creature wherever it touched them. Not so much a coding thing as a graphics engine thing. Liquids are still a pain in the ass to properly handle. It"s getting better though.
4 we won"t see until Virtual Reality becomes a reality, but the downfall of humanity is soon after so I"m not in any particular hurry.