Re: Re: Gamedevlists-design digest, Vol 1 #67 - 6 msgs
Cruise <[email protected]> Fri, 02 Jan 2004 00:42:36 +0000
| Newsgroups | gmane.games.devel.design |
|---|---|
| Message-ID | <[email protected]> |
Neil Stewart wrote: > It is conceivable that you can devise the implants such that an expert can > get better results by doing everything manually if he is skilled enough to > do so. The example of automatic gear changing is a good one; racing games > generally make the automatic changes slightly less optimal than well-timed > manual ones, so experts can achieve slightly better acceleration. If you > manage to make all your implants have this property, then you could have > novices and experts playing together without any problems. The experts would > probably still win, but the game would be more competitive. Agreed - this method can be extended to lots of things. Auto-aiming, for example, can be made somewhat innaccurate (always aims for the torso, perhaps), so that a good player with manual aiming still has an advantage. Auto-blocking in a beat-em-up, but that doesn't fully prevent the damage (or, better, prevent more damage the better the timing of the block - sliding scales rather than on-offs are always better). Generally, having a choice of easy-but-not-so-effective or hard-but-more-successful abilities is an excellent way to level the playng field. > I'm sure a lot of people will argue that the simplest way to solve > difficulty in multiplayer games is to keep people of wildly differing > abilities apart, which seems to work well on Xbox Live. The trouble with that is players who go up a level suddenly go from "being amongst the best" to "being one of the worst", which can be a nasty and unpleasant jump. > In single player games, no-one is being "cheated" (unless you are comparing > scores, which makes it a kind of poor man's multiplayer game), so you can > adopt whatever method you think will give the novice the better experience. > > - Neil. > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: IBM Linux Tutorials. > Become an expert in LINUX or just sharpen your skills. Sign up for IBM's > Free Linux Tutorials. Learn everything from the bash shell to sys admin. > Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click > _______________________________________________ > Gamedevlists-design mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gamedevlists-design > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=556 > -- "quantam sufficit" [ cruise / casual-tempest.net / transference.org ] ------------------------------------------------------- This SF.net email is sponsored by: IBM Linux Tutorials. Become an expert in LINUX or just sharpen your skills. Sign up for IBM's Free Linux Tutorials. Learn everything from the bash shell to sys admin. Click now! http://ads.osdn.com/?ad_id=1278&alloc_id=3371&op=click _______________________________________________ Gamedevlists-design mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556