Heard this guy was ultra tough? Did die to him three times, but on the fourth, after working up to just throw a firebomb as soon as I pass through the portal (just bash the button, you don't need to aim/lock on to anything), that kills one dog automatically. Then I do a bit of fencing with him, a few slashes and once I'm hurt, I ran up the stairs and across the arch of a door. A dog followed me but he stayed below. Managed to kill off the dog and switch to my estus flask and drink, then dived off and...missed him! Then ran up the stairs, dived off again with a downward stab attack and...he died to the first one? Heck, I had to down stab the Taurus demon more times than that?
Capra demon - unless I've hit him way latter than I should have - not a biggie.
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts
Wednesday, January 23, 2013
Sunday, September 23, 2012
Dice and Table Top Wargaming - The False Strategic?
I was watching some people play the table top war game 'Warmachine' the other day.
It made me wonder, do dice rolls simply have to be part of such a game? What exactly do they do?
Say instead you had randomly set up start conditions of some kind (but exposed - not like a shuffled deck, all the start conditions are clear from the, err, start). Then everything else simply has rules which are chess like (and tie into the random starting conditions).
One of the elements of this is that the scenarios are repeatable. You could play it all again, using the same start up as previously, and try different methods of approach.
Where as with dice - sure, people try some tactics. But are they interested in trying different methods of approach in how to try to win the scenario? Particularly when they can't with a dice system (you just can't repeat the scenario at an intellectual level). Or do they just wanna get lucky with dice and win - classic gambler approach?
I'm not against a gambler approach, but generally only when its clear that's what your doing. Rather than it appearing to be some strategic game, but in the end you'll give up and just hope for high rolls (yet keep calling it a strategic game).
I mean really, you could have the most half assed strategy in the world, but if you kept rolling really well, you'd win. What does that say in regards as to whether strategy or gambling comes first? Not that I could see much strategy in the game I watched - they moved towards each other, shooting at first, then hitting when the got close.
Basically strategy is deprioritised - ostensibly strategy has first position in what is important in the game. But really it's in second or perhaps even third place.
I'm trying to think of a tag for that - what do you call it, in just a word or two, when a product is supposed to be about X first and foremost, but actually X comes second or third?
It made me wonder, do dice rolls simply have to be part of such a game? What exactly do they do?
Say instead you had randomly set up start conditions of some kind (but exposed - not like a shuffled deck, all the start conditions are clear from the, err, start). Then everything else simply has rules which are chess like (and tie into the random starting conditions).
One of the elements of this is that the scenarios are repeatable. You could play it all again, using the same start up as previously, and try different methods of approach.
Where as with dice - sure, people try some tactics. But are they interested in trying different methods of approach in how to try to win the scenario? Particularly when they can't with a dice system (you just can't repeat the scenario at an intellectual level). Or do they just wanna get lucky with dice and win - classic gambler approach?
I'm not against a gambler approach, but generally only when its clear that's what your doing. Rather than it appearing to be some strategic game, but in the end you'll give up and just hope for high rolls (yet keep calling it a strategic game).
I mean really, you could have the most half assed strategy in the world, but if you kept rolling really well, you'd win. What does that say in regards as to whether strategy or gambling comes first? Not that I could see much strategy in the game I watched - they moved towards each other, shooting at first, then hitting when the got close.
Basically strategy is deprioritised - ostensibly strategy has first position in what is important in the game. But really it's in second or perhaps even third place.
I'm trying to think of a tag for that - what do you call it, in just a word or two, when a product is supposed to be about X first and foremost, but actually X comes second or third?
Tuesday, March 6, 2012
'I am alive' - faux climbing tension?
I was watching the above demo of 'I am alive' (it's in the first four minutes) and here's a thing: Although it was a demo, it has you climbing and using up your stamina bar.
But really all those climbs are set pieces - the designers and playtesters have played through that and know the exact amount of stamina that will be lost.
It's not like in, say, nethack, where a particular area of dungeon is randomised and you know part of the random elements and so can strategize, in such a case the randomisation might very well mean its not survivable. Or it is, but maybe your strategy wont be good enough?
Here, if I'm understanding it, its a fixed, predecided climb with no strategic element (you just push in the right direction). Well, apart from hitting the extra effort button furiously.
Though I guess you have to see the right direction coming in time. Maybe when you play, especially for the first time, it's hard to know those right directions to climb and that's the uncertainty point that gives game?
Or the raw illusion of doing it all then badum, badum your stamina meter is down and OMG quick bash that button and...
Except it isn't a tension moment where things are going wrong. The designer set it to be that way.
Well, it was the tutorial level and also maybe the combats the real dealio, eh?
Labels:
climbing,
faux tension.,
game,
I am alive,
no game,
random,
skill,
strategy,
uncertainty
Tuesday, October 18, 2011
First some other stuff, then the video...
Speaking of zombies, I think the better storyline is that the virus is airborne, not just wound transfered. I'm just not sure the world would have much trouble mopping up zombies. But, if it's airborne and yet a small percentage of the population are resistant to it (they can only get infected by wounds), then you have the classic survivor scenario. Or perhaps whatever brings the infection hits large areas of the world with an airborne virus, but that disperses - which also allows
Oh, how quickly nightmare scenarios come to mind. I was watching a review of batman, arkham city last night on good game. The reviewer was really excited about the dark world of batman and...I thought, really that's a kind of hell for the actual character? It's a really aweful place for them. Ever watched Jason and the argonaughts, and wondered at the gods watching the plight of the mortals as mere entertainment? How could they just be so detached? Yet, here we are, getting off to the fantasy of a dark world. But Arkham City does sound a good game...
Now onto the video for prototype 2. I think the youtube comments cover what I wanted to say.
The responceCupboardNinja: Wait, wait, wait, so you're telling me that you can either just button mash and be successful or use strategy and be successful? So why the hell would anybody use strategy? I can already tell this isn't going to work out.
guppo26: Maybe because just buttonmashing isn't everyone's preferred way of playing. If you take on the strategical way, you have way more control over what exactly your character does, you have more choice in precise actions instead of just mashing everyone untill they're dead. Saying this will be a failure, when you don't even really know the details yet, and without thinking a bit further into it, is just sort-sighted.
What has happened? A generation who think strategy is a 'preference'? That strategy is something you just do when you feel like it, but if you don't feel like it, you don't.
Sorry, no. That's doing fancy moves for the sake of doing fancy moves, which is fine and everything.
Strategy is something where if you don't attempt it, you will just lose. Your hand has to be forced to it, for it to be strategy.
Labels:
airborne,
fancy moves,
prototype 2,
strategy,
zombies
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