QuoteAbout death, I don't believe you could die in The Longest Journey, but I still felt the adrenaline as the mutant thing (sorry, it's been a while) is chasinig you. Sure, you could just stand still and he just towers over you, growling and stuff, but it's still a rush.
I, too, felt a rush, until I found out that I could let the guy pummel me forever and nothing would happen. Which completly ruined the mood of the game for me. I didn't understand why they didn't just allow the guy to kill you and restart you before he was released.
QuoteI don't feel that you need to have deaths in a game to give you that relief once you beat them.
It depends on what is happening in the context of the game. The example above is a good one for showing how the mood was ruined, for me, because there wasn't a death. Full Throttle handled death very well in the ending cutscenes, and I was on the edge of my seat. They realised that it wouldn't make sense in this situation to just let you live. So you died, but it was friendly enough to return you to a relatively close spot. Another example that ruined the mood, in CMI, the last chapter you can't die. At first I was like "Oh, shit!", then once I realised that I couldn't die, even though LeChuck was after me, I wasn't scared.
I'm not saying it's required for games to have deaths, I'm just saying, sometime I feel too pampered. If an evil guy is chasing me, with intent to kill me, then I should die.
QuoteHowever, when I'm playing a game, I don't like dead man scenarios. I like to know, that if I stick at it long enough, I'll eventually find the answer;
I think this is where good design comes in. In being able to tell the player they did something wrong. It's the designers job to make sure the player should at least know something is up.
Quoteif it can't be done, then Item A should be found within the vicinity of Scenario B, perhaps a few screens off. The best games are those with not so many "levels", like Space Quest had. You progressed, in SQ3, from the Junkyard, to Phleebut, to Monolith Burger, to Scumsoft (with things in between, of course), but the main problem is that certain items needed for certain scenarios were very often found earlier in the game. It doesn't make much sense to me.
I don't necessarily agree, because once again you're building a puzzle outside of the storyline. The focal point of any game should be what's happening in the game. And if the player needs a crowbar that happened to be in this toolshed at his house, earlier in the game, but now he was trapped in a box (for some reason), how would he go about getting that crowbar? Now if you can make it so the player recieved the crowbar in the game to propell the story, and not just to have a crowbar because you knew he was going to be in this situation, that's fine. But otherwise, I say the player should die, perhaps with a clue as to what was needed.
Also, SQ3 is an excellent game. And I like the feeling of going from one area to another. MI games do this a lot. You go from one island to another, and usually you can't leave the island. To me, MI seemed to have a lot more filler puzzles so that you'd have all the items you would need. Don't get me wrong, it's an excellent game also, but I enjoy SQ more.
I don't mind alternate solutions, but once again they have to fit in with the story line. And both SQ and KQ did indeed have an alternate solution or two.
QuoteSo I just restricted the player until he knew everything the MC wanted to know.
I don't necessarily like restricting the player. It always ruins the mood for me and takes me out of the game when a player is like "I can't go there, yet." It should be a good game designer who makes it known clearly what the player should be doing in the section of the game. Sometime I feel as if I'm restricted because I don't have an object that it wouldn't matter at that time, if I had it or not.
Once again, though. I only think walking-deads should be used in short games, or if used in longer games, make sure the player becomes aware of his state in a relatively short time period. And deaths are good, if the story calls for it, but make it so the game returns the player to somewhere where the player can prevent what's about to happen.
-MillsJROSS