What are these very nasty problems then? If including finite ammo indeed brings so many problems why vast majority of games - especially those who center exclusively on combat - then choose to use this system and why does it (in here too) get majority's support as system?
"If this game had been made ten or fifteen years ago and you read on a BBS or in the pages of CGW that we decided that the player character wouldn't starve do death if he didn't carry rations people would have had a fit, citing many of the same arguments that have been floated in this very thread."
Will to have ration-eating mechanics (lol) uses same arguments? I didn't know tactics, strategy, planning and equality of playstyles had so much to do with if I have to eat pork once a day or never. Truly it must be wonder how these gamers of old managed to bring in uselessness of melee ( in comparison ) when arguing against eternal fasting!
"In this game you don't have limited ammo because, quite simply, we wanted to spend our resources and your focus on other areas. "
Yet you drum about combat and combat mechanics quite much in each preview don't you? And call Alpha Protocol Action RPG. Screenshots so far have given special love to situations involving guns instead of - say - dialogue screens which are anyway already transformed into half-dialogue/half-cutscene hybrid. Ammunition question is big part of overall combat mechanics both directly and especially indirectly as I tried to point out in my long posts.
So AP is action RPG but resources are spend and focused on other areas of what? I'd think combat mechanics are quite big focus indeed and infinite ammo has never done any good for these mechanics before. Or maybe it's just that it is so much easier to jus throw in infinite ammo and not having to worry about how to distribute ammo etc.?
Sorry, but feels like dumping down ("streamlining") needlessly, just like some other aspects.
What about not being able to drag enemy bodies (at least not in the current build) which is core mechanic of any "stealth action" (yes I went to wikipedia to find out what's the genres name) game/hybrid or not being able to pick up enemy weapons?
All of this done in name of "streamlining". Doesn't it make sense to think infinite ammo design is merely part of this streamlining too?
"That doesn't mean that we are crazy anti-ammo fascists who hate Jagged Alliance 2 and System Shock."
Oh right, if Aliens RPG will feature unlimited ammo... "hell hath no fury like a fan scorned"
A choice had to be made about what we want the player to spend time doing and thinking about, and where we put our efforts when building systems and assets."
This is completely understandable and essential part of game designing.
"This is the choice we made."
Of course when trying to maximize efficiency of development etc. there's also thing known as going too far. That's what happened with DX: IW. With TLJ: Dreamfall game itself was efficiently taken away
All in all this whole "streamlining" thing (infinite ammo, no body dragging, no picking up weapons and who knows what else) was the first negative and fishy smelling news on the game for me.
For the record in otherwise good games streamlining utterly destroyed Kotors combat system. What Bioware did doesn't sound too different with them "streamlining" mechanics to better suit console pad.
"Ultimately the public determines if we made the right choice, but I'm fully confident that we did."
This is true.
Oh, and sorry if I sounded attackive. You bothering to post in here is valued
This doesn't mean I just stop and start to build altar when Developer steps in however
Traitor
We can hope she turns 18 in course of the game can we?
Oh dear.
P.S.: I now support unlimited ammo in the context of this game.
Traitor