Just going by the Journey thing . . . this is how I was . . .
Initially, I met another traveller early on who seemed to have a knack of doing things. I picked it up really quickly and eventually overtook what he/she was doing and sped up too fast.
I chirped over and over again . . .
Eventually, I figured I was "left behind" — even though I did the actual leaving — and then I kept leaving each and every other traveller behind to continue my own journey.
I did find that I was quite a chatty person and I did try to help my fellow travellers out by showing them how to get things done if they seemed to be having trouble. I chirped repeatedly to get their attention, until I realised I was probably like Navi going "Hey! Listen!"
Initially, I met another traveller early on who seemed to have a knack of doing things. I picked it up really quickly and eventually overtook what he/she was doing and sped up too fast.
I chirped over and over again . . .
Eventually, I figured I was "left behind" — even though I did the actual leaving — and then I kept leaving each and every other traveller behind to continue my own journey.
I did find that I was quite a chatty person and I did try to help my fellow travellers out by showing them how to get things done if they seemed to be having trouble. I chirped repeatedly to get their attention, until I realised I was probably like Navi going "Hey! Listen!"
One of the most interesting things about Journey is how everyone can play it, yet have entirely different experiences depending on how they got along with their partners. Thanks for sharing Hkun!
"He chirped really loudly three times in a row, is he mad at me, or just happy? I just chirped randomly in a sing song pattern, will he get that I'm singing, or does he think I'm bugging him?"
I just love how many different interpretations people can have for the sounds in Journey. It really does seem to reveal a lot about a person depending on how they choose to translate other peoples' actions in that game.
I just love how many different interpretations people can have for the sounds in Journey. It really does seem to reveal a lot about a person depending on how they choose to translate other peoples' actions in that game.
Yeah. I personally didn't enjoy most of the game for a while, until I realized that the only thing hampering my enjoyment were my own self-confidence issues getting in the way. In your article you also picked up on stuff I missed, like how non-audio responses can affect our interpretation of actions. Social interaction truly is quite complex. I can't wait to play it in a year or so and see how differently I handle the game.
In terms of choice, I'm a big fan of the rock, paper, scissors model. There is really only "choice" when each option offers a positive and negative. If 2 of the three choices offers a negative, and only one has a positive - then there really is no choice at all. One option is a clear winner. To be truly a choice, each option has to be equal in some way.
I particularly like shooter games that offer this rock, paper, scissors model - otherwise you'll notice that eventually everyone is carrying the exact same gun and it is obviously overpowered... a word often used in shooter games when there are weapon/skill or class imbalances.
Fallout did this well too... there were advantages/disadvantages to each faction choice and choosing one faction usually alienated another.
To have "real" choice, there has to be balance. If balance doesn't exist, then choice is merely an illusion.
I particularly like shooter games that offer this rock, paper, scissors model - otherwise you'll notice that eventually everyone is carrying the exact same gun and it is obviously overpowered... a word often used in shooter games when there are weapon/skill or class imbalances.
Fallout did this well too... there were advantages/disadvantages to each faction choice and choosing one faction usually alienated another.
To have "real" choice, there has to be balance. If balance doesn't exist, then choice is merely an illusion.
Exactly! To use Team Fortress 2 for example, each of the weapons will do something different from your standard gun, yet they will be unable to do other things. EX: The medic's kritzkreig medigun can give the patient mini-crits, but at the price of making the patient invulnerable. Blizzard is also quite good at making very well balanced games, despite how the fanbase cries as it does.
This is why I believe percentages aren't nearly as effective at this than having special effects. This way instead of just altering percentages, which can easily be unbalanced, by adding and removing abilities and effects you can easily create positives and negatives that suit multiple play styles. If I'm correct, I believe you've written about something similar in Call of Duty's perk system?
Thanks for your comment Elsa, wonderful points as always.
This is why I believe percentages aren't nearly as effective at this than having special effects. This way instead of just altering percentages, which can easily be unbalanced, by adding and removing abilities and effects you can easily create positives and negatives that suit multiple play styles. If I'm correct, I believe you've written about something similar in Call of Duty's perk system?
Thanks for your comment Elsa, wonderful points as always.
Great blog!!
One of things I'm most excited about Borderlands 2 is that characters won't be tied down to using certain weapons or playstyles. With the original, if I was using Roland it was pointless/counter-intuitive to use revolvers or snipers when I had stat buffs for assault rifles and shotguns. A lot of my upgrades would be more to the benefit to my teammates (auto-revives, healing bullets, increased team XP) making me more of a support character. With B2, every character is supposed to have the same proficiency to all weapons and you can better build your character to your personal playstyle, giving you more choices and options. I really can't wait for the game.
One of things I'm most excited about Borderlands 2 is that characters won't be tied down to using certain weapons or playstyles. With the original, if I was using Roland it was pointless/counter-intuitive to use revolvers or snipers when I had stat buffs for assault rifles and shotguns. A lot of my upgrades would be more to the benefit to my teammates (auto-revives, healing bullets, increased team XP) making me more of a support character. With B2, every character is supposed to have the same proficiency to all weapons and you can better build your character to your personal playstyle, giving you more choices and options. I really can't wait for the game.
When you mentioned RPG elements, the first thing that popped into my mind is a pretty controversial topic regarding Diablo 3's direction. Diablo 3, the newest iteration of a simple yet highly customizable RPG is taking away people's access to building a unique base-build character spec by removing the series' iconic skill and stat points.
Since 1996, Diablo series players have been given skill and stat points each level to define their base statistics and choose the direction on the skill tree they would take their character's abilities. In D3, every character receives the same stats and skills/runes at the same levels for their respective class, and those skills are static from the moment you get them until the final level. Instead of creating specializations for your character by leveling stats/skills, you outfit your character with which six skills you choose, which of 5 runes to augment each skill, and everything deals damage based on static percentages of weapon damage. It only takes 15 seconds for any player to swap out their skill/rune selection.
There's a debate about permanent skill/stat points versus flexibility and straightforwardness. Stat point selection was completely removed because Blizzard felt that too many people were going after an 'ideal' cookie cutter build, making the process a pseudo sense of choice (though I've played for over a decade and never copied other people's specs). Skill points were removed for mostly the same reason, and because they wanted us to have accessibility to use our character in every way possible, without having to remake a new character to use a new set of skills effectively.
The biggest loss from this system, in my eyes, is the connection and satisfaction players had with their characters when they created a completely unique avatar of destruction. Players could sacrifice one stat for a boost in another, and if they knew they wouldn't get the best gear, they could tailor the stats around the gear they did have.
It's a tough call... My wife loves the D3 beta, so the streamlining does appeal to people who want the action experience than the RPG selections. I appreciate the attempt to make every skill balanced and viable, but I miss the depth of customization and choice.
I might make a cblog of my own just regarding this game... But I really want to thank you for the inspiring cblog of your own. Very good discussion, and you nailed some points for both sides of the argument!
Since 1996, Diablo series players have been given skill and stat points each level to define their base statistics and choose the direction on the skill tree they would take their character's abilities. In D3, every character receives the same stats and skills/runes at the same levels for their respective class, and those skills are static from the moment you get them until the final level. Instead of creating specializations for your character by leveling stats/skills, you outfit your character with which six skills you choose, which of 5 runes to augment each skill, and everything deals damage based on static percentages of weapon damage. It only takes 15 seconds for any player to swap out their skill/rune selection.
There's a debate about permanent skill/stat points versus flexibility and straightforwardness. Stat point selection was completely removed because Blizzard felt that too many people were going after an 'ideal' cookie cutter build, making the process a pseudo sense of choice (though I've played for over a decade and never copied other people's specs). Skill points were removed for mostly the same reason, and because they wanted us to have accessibility to use our character in every way possible, without having to remake a new character to use a new set of skills effectively.
The biggest loss from this system, in my eyes, is the connection and satisfaction players had with their characters when they created a completely unique avatar of destruction. Players could sacrifice one stat for a boost in another, and if they knew they wouldn't get the best gear, they could tailor the stats around the gear they did have.
It's a tough call... My wife loves the D3 beta, so the streamlining does appeal to people who want the action experience than the RPG selections. I appreciate the attempt to make every skill balanced and viable, but I miss the depth of customization and choice.
I might make a cblog of my own just regarding this game... But I really want to thank you for the inspiring cblog of your own. Very good discussion, and you nailed some points for both sides of the argument!
Oh cool, I didn't realize this blog was going to mention Journey, which I've come to be quite enamored with. I was musing about some of the same kinds of things in Journey as I played, too.
In terms of choice, the best experiences I've had were back on MUDs a long time ago, which I guess is basically like D&D. Most of the game is about interacting with other people, but sometimes the people in charge step in and play as gods or take over enemies and role-play with them. It makes for a lot of interesting possibilities that games can't do, because there's a person controlling the world as it reacts to the person playing in the world.
In terms of choice, the best experiences I've had were back on MUDs a long time ago, which I guess is basically like D&D. Most of the game is about interacting with other people, but sometimes the people in charge step in and play as gods or take over enemies and role-play with them. It makes for a lot of interesting possibilities that games can't do, because there's a person controlling the world as it reacts to the person playing in the world.
@ Cecilia- Huh, it sounds like Valkyria Chronicles 2 vs Valkyria Chronicles 3. In 2 you could change the class of only one character, leveled classes, and upgraded classes. In the Japanese-only 3, all characters could change classes and upgrade classes, but instead of leveling classes, you leveled stats, since all characters could change classes.
@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.
@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. The type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.
@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.
@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. The type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.
@ Cecilia- Huh, it sounds like Valkyria Chronicles 2 vs Valkyria Chronicles 3. In 2 you could change the class of only one character, leveled classes, and upgraded classes. In the Japanese-only 3, all characters could change classes and upgrade classes, but instead of leveling classes, you leveled stats, since all characters could change classes.
@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.
@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. That type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.
@ Arttemis- Woah, way to go there buddy, excellent comment that definitely should be a blog in and of itself. I honestly haven't looked much into Diablo 3, and haven't played a single Diablo game for more than 10 minutes, but I'll have to look into that. It definitely sounds like an awesome and innovative approach, even if risky.
@ Knutaf- I've read and fapped your Journey blog, it was a great read. Journey definitely seemed to be the hot topic this week. Ahh, yes MUDS! Now those were proper roleplaying games. That type of social interaction between players is an amazing example of deep and complex choice, that which can only be provided by other humans! MUDS were so great to roleplay in because of that factor. Thank you for reminding me of those, they are really the closest Videogames have gotten to proper tabletop roleplaying games.

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