Jump to content

BattleCookiee

Members.
  • Posts

    3149
  • Joined

  • Last visited

Everything posted by BattleCookiee

  1. Same core yes... very different to play; No. I already went more thorough on this before Yup. Even you have to agree with me here that the gameplay is different... but the core is the same In GTA it is. It is all part of the package that makes GTA feel as it is... Indeed. That is why I play it different... didn't I said so? But that just doesn't change the gameplay of the game
  2. You got it right. The "feeling" of a game and the way it is being played. That CANNOT differ inside a game. If a racing game feels X then adding in a car with a slighty other way of handling doesn't make it Y... it keeps playing and feeling like X. If all cars suddenly handle like Y then it feels like Y and you have yourself a gameplay change. DX:IW has other gameplay as DX, with the same core mechanics. NFS4 has other gameplay than NFS3, while keeping the same core mechanics... etc. No. Wheter you choose it to be a RPG/FPS/Space sim whatever doesn't define the feeling of the game. There are thousands of FPS who all have different gameplay, thousands of RPG's with other gameplay... thousand of Race games with different gameplay etc. Even if they might both have "street racing" as "core mechanic" Yes. But overall the gameplay is "GTA:SA"... which feels the same as "GTA:VC" even if they included all kind of funny features like tuning... more look costumisation and 1000's of other features. And "GTA:VC" plays again the same as "GTA3" even if VC has food, a character that speaks, flying, motorcycles etc. as additional features... I will not feel like I play a different game if I walk around with a mage than with a fighter. I may act different in the same game, but I DON'T change the entire way I look towards said game... Even if that is the definition... would my experience change when having more cars with a slighty other way of handling... nope. Would my experience in a game change when playing a mage. Nope... like said, I may act different in the same game to complete my goals but in no way does it actually change... EDIT: When searching for the "right definition" How extremely weird you can come up with "the accepted definition of gameplay" then, isn't it? " : source
  3. No... but that doesn't change the gameplay. Even if it plays different in DX to sneak as to rambo as to hack yourself to victory there is Still the same gameplay Even if it plays different in SA to drive/walk/dance/game/fly etc. there is still the same gameplay Even if it is different in Kotor2 to play Force User as opposed to Guardian there is still the same gameplay. You cannot have different gameplay in a singlegame due to the definition of "gameplay" (eg. Overall feeling of a game)... it just does NOT allow it...
  4. Gameplay cannot differ in a single game itself. All what makes a game get's ultimately defined "gameplay"... Even if you play GTA:SA for example the overlapsing "gameplay" would be the same when you drive as when you walk... even if you have to act different in both situations...
  5. Get a room you two (and don't forget NOT to use the teeth " ) Zelda... meh... never really been interested in that type of game
  6. Actually, the DS-version of my soundfile does have some gaps. My interpretation of how the DS-version should work out [HK steps in; confused; and if he was a HK-50] HK-47: Statement: I hear and obey. Goto: Hmmm. This HK unit is old, but it has its certain charm, in its obedience to. I shall have to remember some of his traits when I build future generations from his schematics. [HK regains (temporarily) his HK-47 feelings)] HK-47: Query: What am I doing here? What has happened? *Remote tries to escape* Goto: Stop him. [HK becomes his HK-50 self again at this command]HK-47: Statement: I understand, assassination protocols activated. Let us see what you have in your arsenal fat one. (this one is confusing... why would he say that in the end; even if obeyed? But it can sound and been used as a way to make HK say to GO-TO that he has to help find and annihilate the remote) HK-47: Statement: Come out little one. I promise I will let you quickly without a single lingering charge remaining in your behavior core. HK-47: Statement: Hiding from me is useless, I will find you eventually. You only delay the inevitable. [After HK has destroyed Remote] Go-to (to HK): Let us wait you and I, for the General's orders...
  7. As you can also see here, there are like a couple dozen ways to interpretate how the HK/GO-TO scene on Malachor V was planned. Did the TSLRP knew exactly how the scene should go before making it or did you guys (and girls) used one of the interpretations?
  8. No...only with Smoke/JJT... but then a better video-card is irrelevant, since it uses CPU power...
  9. There are several ways one could go about restoring the HK/GO-TO scene on Malachor V. There is the link ofcourse who mentions several lines without knowing what is the exact one that should play. Me myself thinks that there are 2 different ways this conversation could be done. 1) Go-to dead... planet blows up 2) Remote dead and HK in GO-TO's possession (most likely related to the "HK is confused and thinks he is a HK-50" in the Droid Factory)... Malachor V remains You can listen to both versions in the largest link of my sig. Called goto-remoteFINAL and goto-remoteFINALDS Now I wonder how the Restoration project will bring/interpretate it...
  10. I think the reason Bastila is there in the game despite her being killable is that probably OE played (and got the code ) of the unpatched PC/Retail X-Box Kotor1 where Bastila happily waved out the Republic in the end-sequence even if you wacked her on the Star Forge...
  11. Loads of post... not even going to try respond to all of them... just mention it if I forgot to answer something; First off all; ofcourse there CAN be ingame differences. As said before; you can play DX as Rambo, Hacker, Stealth and more. But then to say DX Rambo style is the same as Doom3's Rambo style (ShadowPaladin) is wholly incorrect ofcourse. Hell, there is even a gameplay difference between Painkiller and Serious Sam, even if in both games your goal is to "shoot everything in sight as fast as possible"... but there is absolutely NO gameplay difference between SS 1 and 2 and 2 (confusing isn't it...), even if better graphics are added, different weapons, other enemies, different levels and story etc. Now there CAN be huge gameplay differences between original and sequel (see DX and DX:IW for example, or GTA 2 and GTA 3, or NFS3 and 4) but in the ES-series there is no notion of that. Same as saying Kotor2 plays entirely different because of another plot, the influence system, the crafting system or any of the many other extra impentations. Ofcourse making skill points having an actual effect in conversations get's close to being a gameplay change... but in the end it just isn't enough... And I NEVER said that games stay exactly the same or should stay the same... nor did I say that every sequel needs a radical gameplay-change (DX:IW already showed me the dangers of that). I don't figure out how you came to thinking that even if I kept saying that games evaluated indeed with additional features, and that helps from keeping genres stale, but it doesn't alter the gameplay at all, or too slight as to notice any difference when getting through the game... And I still don't agree an showed roof or "splash-damage" weapons added will change gameplay alot. Now there in Quake where they actually made you able to look around 360 like the modern FPS allow, that is a gameplay change...
  12. Both MS and Sony have made agreements with Epic to make UE3 the #1 used engine for games on their console. Tell me then that a "few" will going to use it... also quite alot of PC-games producers have gotten themselves licenses...
  13. You are screwed. If you get a large amount of influence with Visas while your influence with Handmaiden is not that high, she will forever refuse to talk to you (talk about jealous). Influence gains will not fix this...
  14. I would say Dungeon Siege2 yes and Guild Wars no... but that is just me
  15. I must be blind as I cannot find the bolded line in your entire list EDIT; found it... and I did mention there WERE 5 non-graphics related features on that list of yours... Ah well... in a list of 100 items only 1 gameplay changing thingie... and then also used in the 2 games thereafter (thus they keep the same gameplay)... Way to go evolution...
  16. No you can't. Try Doom style filling everything enemy with bullets in DX. Wonder if you even make it off the docking area without getting annihilated... And features do NOT make up gameplay. You can add in a million of features and still haven't changed a thing in gameplay. Gameplay is based on several things who are, quite frankly, totally independant of "features" For example in racing games that would be; The way the cars handle; way the feeling of speed is generated; intensitivity of the races. For adventures; (Ill-)Logically of puzzles; Amount of time spent; Handling of items/area investigation. You can add in several thousands of "features" but as long as you keep the main stuff the same gameplay will not vary. And because it is quite easy to change the gameplay if wanted you can make several thousand different types of racing-games or millions of different FPS. But adding in "features" does not make this disctinction...
  17. Ok, what this has to do with NFS no idea... but here it goes; That would be like a difference inside a game. You know, like in DX where you can either be stealthy, rambo or hacker etc. But that doesn't mean you can act like DX in for example Doom3. That just isn't working. Having said that; Sequel of Game X is NOT different in gameplay if you put in the same cars, give them parts which will edit some of their specs and then release it; even if the cars could have differences inbetween them...
  18. Oh yes... it will REALLY matter to my experience if I drive on tires of brand X or brand Y. It will REALLY matter if the wheels look nice or not... Oh, and that spoiler on the back... so Gameplay-improving that is... A wait... no... it is just graphical additions. And as we all know graphics don't belong to gameplay... And even if it is a part which changes the performance of Car X; what would it differ from gameplay if before it was not upgradable or instead of keeping Car X you get car Y to have these boosts?
  19. No... I listed Several games who had many succesfull sequels without changing gameplay... ofcourse they added features... but no gameplay difference. Ofcourse San Andreas added eating; more clothing costumisation; car tuning and I don't know what a huge amount of features with that but it was having the same gameplay as 3 and VC...
  20. Oh yes... what an enormous difference in gameplay. Before I could only have a yellow car with a white stripe and Y sticker on it But NOW I can also have it blue with red stripe and X sticker. Amazing... the entire gameplay has changed! OMFG... the cars drive different because of it, a whole new world has opened... I never could have imagined living without it before *sigh*
  21. *sigh* They HAVE added features... it just doesn't change the gameplay in any way. You can add in whatever enchant system you wan't... it is irrelevant to gameplay
  22. Because gameplay alteration != a better graphical engine or +xx parts for your car... It might add some features but that doesn't change the gameplay to be different. But the gameplay between NFS1 and NSF:MW IS different... think about it...
  23. I did. Did notice 4 or 5 things that were NOT graphics-related (in, wow! 3 games) ... Allready said before; depends on the features. Most (like 99%) of the features does not... and the others that do are usually not implented, causing the game to have a same type of gameplay again. Really; Z-Axis is a large type of change; but just go about listing 5 other "features" that could really change the gameplay of NWN... not such an easy job is it? What is (your/)the point of having a full city to roam in freely if it just locks up like a curcuit. Would it have ANY difference in gameplay than a circuit racer. Nope... Yet; you say it like it is a huge difference in that gameplay
  24. So what you try to say is gameplay improvement can be gained by immersion improvement. And thus these things are definetely improving the gameplay; Shaders DX9 Bump-mapping Light-mapping High Defenition Lightning Shader-technique 3.0 Soil Errosion Eh... sorry... but I can have a perfectly fun game with immersive and "Is it already the next morning" gameplay without needing the most
×
×
  • Create New...