feotakahari: (Default)
 Bad guy A is about to brutally murder innocent victim B. You intervene to fight A and save B. How prepared were the developers for the idea that someone might try this?

Dishonored 2: you get an achievement for your heroism.

Shadow Tactics: B hides inside a nearby building. In gameplay terms, it's the same as if they'd died. (Neverwinter Nights does this too, but you at least get a boost to the ol' karma meter.)

Splinter Cell: you interrupt the scene. A will keep hunting for you and won't go after B again. B will just sit there forever, because he wasn't programmed under the assumption he would ever have to acknowledge your existence.

Thief 3: A and B are both coded as your enemies, so they'll work together to beat you up.
feotakahari: (Default)
There’s a game called Shadow Tactics that I really like. My favorite character is the honorable samurai Mugen, who can kill anything in a one-on-one swordfight. Elite guards, bosses, it doesn’t matter. If it’s alone, and Mugen attacks it at close range, it will die. A lot of challenges come down to “how do I get the target away from his guards and towards Mugen?”

Read more... )Shadow Tactics encourages you to replay missions in different ways and complete different challenges. I thought I would have a lot of fun doing that. But I couldn’t bring myself to replay the later missions, because I couldn’t put myself through that again. Sometimes gameplay fun and challenge-seeking are at odds with the story you’re being told.

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