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I totally agree with the idea of a survival meter. One of the great things about Fallout was the idea you were surviving in that wilderness. Some people at work have said to me what's the point of pretending to be somewhere worse than you are now? My reply is that 1. I don't get to shoot monsters and you can feel challenged by a need to survive without the danger of really needing to and 2. I live in Liverpool so the irradiated wasteland of Washington isn't in fact worse. | |
Give it the stalker style of hunger , but add thirst too. In stalker you don't get a bar, you got a little icon. It prevents players from becoming OCD and filling it up every chance they have, and it makes it a lot more interesting when you aren't hungry until you're hungry. "I'll just walk across- Oh Shit." | |
Wow a food/water meter is a SHIT idea. They're adding that to Fallout 3. WEEEE! Instead of shooting people and completing missions I'll crawl around in the sewers trying to find rats I can gobble down and instead of trading for a scope for my rifle I'll spend all my cast in non-contaminated water. Great, hurray realism. Now all we need is the character to limp all game because it was shot in the foot in the first five minutes, or the whole scenario becomes 2d because I ducked too fast behind cover and scratched my cornea. Want to heal? Park your character in the hospital for two weeks, real time. No guarantees either, that leg might have to come off, and you better hope the next mission has plenty of ramps. No. | |
There's already a game that fits that description. It's called Oregon Trail. | |
Well, first off, it's optional... they just include that in a "hardcore" mode that's not mandatory. Second, it's Fallout. If things got that bad, go roll around in some toxic waste. You have a 50/50 chance of either dying, or mutating and re-growing that limb they hacked off at the hospital, and super powers to boot! | |
Sounds good actually, I really do like to do a bit of roleplaying in RDR and having to eat, etc. would be pretty interesting, as long as it wasn't obtrusive. The player should never have to stop mid-fight to grab a drink. | |
i believe his problem was
i believe his problem was that once he set on a mission, he couldn't go back and change, unless he quit it | |
That's not really that different than having to go back to town in RDR, which is what you'd have to do if you left unprepared. Quitting a mission in Monster Hunter resets everything -- any potions used, items lost, items gained. It's as though you never left. And it's pretty much instantaneous, so if you forgot something, you just essentially reset the mission. | |
The survival thing sounds awful, I usually hate it when they implement systems like that in games. The horse recalling thing though I do agree is a problem, and would have made for a more interesting game if you had to nick a horse if you got stuck out in the middle of nowhere. | |
Thinking about it.... Despite one mission where you HAVE to get a wanted level... I've never pissed off the authorities in RDR. There just wasn't the urge to. | |
I don't care for the hungry meters and so forth. I guess a little is ok, I guess. But too much and in turns into the sims or a management simulation and that just gets tedious. It seems more like an attempt to be "realistic" and even the ones that attempt to be realistic are so far from it, because at one point you have to sacrifice realism for entertainment. Even America's army sacrificed realism for some gameplay balance and that was a free army advertisement. | |
Way to completely miss the point of my post | |
Oregon trail.... Oregon trail.... | |
I happen to agree. Red Dead just felt...empty. There wasn't really much motivation to do anything except the next Thing in whatever Mission. Just a bunch of distractions. A decent place to play, but nothing you do amounts to much. I had basically the same inclinations that Yahtzee did, I want to take the RDR framework and build upon it, making my own rules to the game I want to play. Getting rid of horse recall (i.e. Shadowfax summoning), increasing the (non-monetary) value of hunting, those are good ideas. I would also limit the amount of bullets you can carry so you might actually have to use your knife or lasso once in a while outside of hunting challenges. | |
I counter that if your point was different, you were the one that failed to express it properly. | |
Am I the only person that hated the mini-games in Red Dead (and GTA)? I know for a fact that if they implemented in a game this survival mode all Yahtzee would do is piss and moan about it, in Mass Effect 2 they had the woeful planet scanning thing for optional in game rewards and that took the bulk of his "review". While the competent to excellent story writing warranted only a snide back hand complement. Really pushing the games are art agenda... I love Yahtzee's Zero Punctuation and Extra Punctuation but would it kill him to actually act like a critic? According to his Bioshock review he cant because of his ratings I'm aware he has an obligation to The Escapist to be funny, but part of being funny is violating the audiences expectations and I site his Orange Box Review (In particular the Portal end segment). | |
A good example of a critic in a similar style would be Charlie Brooker but he manages to give a more rounded and intelligent review of the things he loves. | |
I would have settled for a health bar and ability to equip body armor like in "A Fistfull of Dollars" but yes, game should have had a harder edge. Great article! | |
Nah, that sounds pretty terrible. It would quickly ruin a very fun game. I like the fact that it's just fun. With survival meters it would quickly just feel like work. | |
I think I heard somewhere that Fallout: New Vegas is trying to build a "hardcore mode", like he mentioned, but I don't want to get too excited, since it will probably smack its head and die somewhere along the line. | |
The mistake here is to equate meaningful with fun. Metal Gear proved that commando crawling up to snakes and a gurgling tummy were not the true path to gameplay fulfilment. Making foraging a secondary gameplay mechanic and tying it to filling your Dead Eye works for me. You can play the game without Dead Eye it but if you go the extra yard to eat you are rewarded with Dead Eye. | |
Now Horse Seduction would make an excellent game. It would also make for some funny deaths when a malnourished John Marston mistakes a hungry mountain lion for his trusty steed while on the verge of heat stroke | |
I haven't played this game, and it is likely that I never will. But the last comment just made laugh like an idiot. I was flying so high with the roflcopter that the Homeland security had to send jets to get me back to base. | |
I absolutely do NOT want a "survival" meters/mechanic implemented, that is a terrible idea. **On an incredibly nitpick note,
And that's why doing it would give you bad karma (so to speak), because you're doing something unnecessary (as well as breaking the law). Know what I do? I steal horses, kill them, skin, then sell them to the nearest town. I get bad karma because there was absolutely no need to kill the man or his steed when I could be picking flowers, killing outlaws, or doing quests instead.
That actually happens, like, kinda often. But it is satisfying to call your horse back and have the thief either on it or jump off (which makes sense, horse recall really only is unrealistic when it comes from across the other side of the damn map), then hunting them down and slaughtering them like the dog they are before looting their body. | |
"Ooh ooh ooh, another great idea: some kind of "sexual frustration" meter, inviting you to make use of the prostitutes that already exist in the game. And if you're far from civilization, you could always seduce your horse, but you'd better hope the society papers aren't watching." I was half expecting something like this at some point. >__> | |
His argument back to that point would be that you could just go back to town if you forgot something in this game. Of course blatantly omitting the fact that every mission you are provided any materials that are necessary to finish the mission. They are in a chest before you leave your base of operations in the mission zone. But just forget that particular review, there was a vendetta going on that time methinks :P. I am interested to play RDR, then again this review just makes me want to play oblivion again.
If he was talking about a weapon you'd be fucked, because not having a weapon and getting mauled by a cougar ends you (or being robbed). If he was talking about any secondary items, they already existed in a box gift wrapped for you the moment the mission started. You could only go back in RDR if you remembered before it became a vital issue, which is no different in MHT :P. | |
you just sold me a PC game, as long as theres a good modding team to do the job right (survival mods are pretty common these days, right? I know there was definitely one for fallout 3.) | |
wow, what a bitch. | |
Definitely would work, but only as a seperate game mode. Then everybody's happy. Except the gimps who have to program/test it. | |
Though I haven't played RDR, I was under the impression that it was supposed to be like a spaghetti western video game. None of the survival meter shit would have made sense if you're trying to go for the feel of a Sergio Leone inspired epic. But then maybe we shouldn't make games that are achieving the same feel as such movies, as it would be impossible to do given the masterpieces that inspired the tone of such a game. | |
Also, as somebody else said: John Marston with a hooker? No thanks. That's not his style... he loves his wife and his family. That's the point of the game. Don't spray ridiculous ideas for the sake of it. It sounds like you don't understand the story if you say this. | |
A brilliant idea, one which would enrich most of these types of games. If you are going into a wilderness, why not throw in a survival mechanism? Yahtzee already answered this - the casual gamer aspect gets thrown out. Bogun Bob doesn't want to come home from a hard day of dole-bludging to try to figure out whether he has enough food in his knapsack to survive a trip out into the mountains, or need to clean or repair his weapons - he just wants to kill things and get the base thrill out of the experience. Imagine a game like Fallout, a wide open area with many spots of interest dotted amongst the landscape. Add in the gun mechanisms from Far Cry 2 (guns used more often begin to jam, and overuse causes a cataclysmic failure), the survival techniques from Snake Eater (hunt for food and medicine). Certain guns would be easier to clean but would probably be less powerful, and you would need to learn how to clean and fix them in order to get maximum efficiency. You eat what you kill, and use flora to heal wounds or boost yourself. Some games (like Fallout and Oblivion) have mods which add these in. I think with some professional work, a game developer could definately work something like this into a top-rate game. They just need to stop thinking of gaming for 'quick fix' users and more indepth players, for people who want to enjoy the universe they are visiting, not just killing faceless sprites. | |
Survival mode could be additional content/unlockable at end of game thus RDR would not lose the casual gamer market but at the same time would entertain those sorts of people who play pokemon with only 1 pokemon (well 1 other who learns the HM's). The game could be more akin to the Survival mode in dead rising? | |
I enjoy RDR just fine as it is, thanks. The game is about an open world with many things to do and a wonderful story and it delivers on both counts. Like it or not, a lot of gamers simply don't have time to be as hardcore as they used to be. RDR isn't a quick fix kind of game, but it doesn't get bogged down on frankly stupid mechanics such as food and drinking. That's EverQuest 1 age mechanics for fuck's sake. You are thirsty. Fuck that. It's about taking part in a world, not being reminded that you're playing a game. | |
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Well, you know, that's what mods are for.
Oh wait...