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PSU: This isn't the ANT you are looking for
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2012-02-03, 07:13 PM | [Ignore Me] #122 | ||
First Lieutenant
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no, i dont want it to always be night or day every single time i play after work. It cant be synced with real time of day or its boring. Its better to have it, for example, on a 21 hour schedule or whatever so that sometimes its day and sometimes its night and all in between even if you always play at the exact same times each day. Keeping it an odd number to let the slow shift between game time and real time each night eventually cover all times of day so you get to experience everything. Honestly a 14 hour day is kinda cool. You get decently long cycles of day and night but short enough to keep things shifting up enough to help keep it exciting.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. |
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2012-02-03, 07:22 PM | [Ignore Me] #123 | ||
Captain
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I think 7 hours is better, days/nights aren't too long so they get boring but sufficiently long you get to do stuff that requires darkness. Also it keeps the time on Auraxis varied to the time on Earth, but not so different you have no way of knowing if it'll be day or night with out a bunch of maths.
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2012-02-03, 09:11 PM | [Ignore Me] #126 | |||
Okay, so first, some terminology. Just off the cuff, let's define the two kinds of night time/otherwise dark areas that you typically see in vidja games. First one, let's call it "real darkness". Real darkness attempts to simulate the kind of darkness we simple folk experience on moonless nights with no snow cover, where you can't see more than a handful of metres ahead of you with any real clarity, and distances of a hundred metres or more are indiscernible. Real darkness is used in games in order to create very tense atmospheres, and/or to simulate realistic circumstances. The former instance is best portrayed by games like Amnesia, the "and" by games like Metro, the "or" by games like ArmA or Ghost Recon, where it's dark but you can use night vision and stuff to essentially negate it in most cases. The second kind of dark I'll call "soft darkness". Soft darkness is used for mood/ambiance/atmosphere but has very limited gameplay effects. This is the kind of darkness we see most often in games. There's really a laundry list to choose from, but good examples are Diablo 3, Teamfortress 2, Hal-Life 2, Left 4 Dead 1 and 2, and Skyrim. Soft darkness is used when you want night time, and the "feel" of night time, but you're not making one of the aforementioned games in which real darkness is appropriate. So you're not making a scary game, you're not making a scary/realistic game, or you're not making a realistic game. Games with soft darkness tend to be more accessible to players overall, and being out at night is not meant to in itself be a serious impediment to gameplay. With that said, which is appropriate for Planetside 2? Are they making a game about scary, dark places? Maybe they're making a really tense shooter that's all about gritty realism? Or maybe the game will be about accurately portraying warfare in the year something-something? No! No to all of it. Planetside 2 is a quasi-realistic shooter, just like Planetside 1 was. Real darkness in this case has no place. For the kind of game that Planetside games are, having darkness be a real impediment to gameplay is totally inappropriate. Oh, and I guess I'll also say: One time I played a game and it was dark and I didn't like it. Or whatever you claim I've been saying this whole time. Even though I actually really like dark games and always get the "darker nights" mods for Fallout 3/NV/Skyrim/Stalker/etc. It's just that it isn't right for the kind of game Planetside 2 is going to be. Final thought. I'm not saying that night should be the exact same brightness as day. It can even be dark enough that people could benefit from having night vision, flash lights, etc. Dark enough that a cloaker could move more easily without being seen. But if it's so dark that people can't effectively engage at long range even without some kind of illumination attachment, where people would have to rely on some kind of illuminating equipment to see what the hell is going on like in real darkness, that is what I'm saying is inappropriate. Again, dig the examples I've provided. There are times in Skyrim where having a torch helps, in HL2 where using your flash light is useful. But you're never blind without these tools, and you can always see fairly well. That's what this game needs to do. Last edited by Warborn; 2012-02-03 at 09:24 PM. |
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2012-02-03, 10:14 PM | [Ignore Me] #128 | |||
Colonel
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2012-02-03, 11:22 PM | [Ignore Me] #132 | ||
No, of course you're right, it's all just a coincidence, I'm sure of it.
Players don't like to not know what the hell is going on. Nobody likes getting killed by someone they can't even see because it's too dark. People don't tolerate that kind of stuff unless it's just that kind of game. Planetside 2 isn't that kind of game. Instead it's something that is meant to appeal to as broad an audience as possible. Putting in amazingly frustrating experiences like really dark nights would drive off more people than it would ensnare with its lame appeal to strategy or depth. It isn't an accident that games like Fallout 3 or Half-Life 2 have pretty bright nights and somehow manage to be Game of the Year material. People who're looking to play a game like Fallout 3 or Half-Life 2 aren't looking for the kind of experience that consists of roaming around in the dark, unable to see anything, while someone, somewhere shoots them in the balls. Ditto for Planetside 2. You can say that, well, if you use teamwork and coordination and something-something, but most people will not be actively working together when they play the game. Only a minority will ever really get organized. So making something that demands coordination and teamwork to achieve anything will only make the game what they call "inaccessible". Which is "not a good thing". This is an accurate summary of every post you've ever made. Last edited by Warborn; 2012-02-03 at 11:32 PM. |
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