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#21 | |||||||||
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Location: Toronto, Ontario |
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#22 | ||||||||
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Moderator
Location: Netherlands |
A major douchebag hero would be cool for a change. Something like Captain Hammer (the clueless go here).
I guess such a game would be a bit like Conker, but with less poop and swearing. ![]() Stand back everyone, nothing here to see Just imminent danger and in the middle of it... Me Yes, Captain Hammer's here, hair blowing in the breeze The day needs my saving expertise |
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#23 | |||||||||
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In the Zelda series, you can rotate the camera to see what Link's facial expression is. Occasionally he'll look to the side, blink, etc. And you can also see how is facial expressions change. I don't think this could be done effectively in an HUD. But I haven't played or heard of every game out there, so I could be very wrong. |
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#24 | |||||||||
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Moderator
Location: Netherlands |
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). Would it really be that different?The amount of distraction such a HUD provides is up to the game designers. As I recall, the character HUD in Doom was already quite lively, but it didn't distract that much. For certain types of games (e.g. with a slower pace), the HUD can be as distracting as it wants to. And really, how distracting would it even be? What kind of displays of emotion do you have in mind exactly? ![]() |
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#25 | ||||||||
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Senior Member
Location: Toronto, Ontario |
If the condition of the character (in the HUD, for example) was life-like (in other words, "real") then I don't think it would be too distracting.
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#26 | |||||||||
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Woah, this place is huge. How did I get here again? Dunno. Oh well. Let's see...looks like there might be an exit there, there, or...oh look a bunny! Maybe I should pet it? Ok I'll pet the bunny! Aww aren't you such a cute little bunny...gah! It bit my head! Bad bunny! BAD BUNNY! I mean...gooooood bunny...nice bunny, please don't eat me! GAHHH!!! EVIL BUNNY!!!!! ahhh! Is that a sword up there? Maybe that may help...ah! The bunny bit my thigh! Gotta get that sword, and get away from that evil bunny, now! Almost there...got it! NOW GET OFF ME YOU STUPID RABBIT!!!! All in matter of minutes (give or take, depending on player reflexes), with minimal sound effects and dialogue. So emotions that display specific thoughts, rely on context and body language, and are more than just an angry face, essentially. What's more, the character would rarely have a set normal/neutral face. I looked up the Doom and Wolfenstein HUDs on google, and I really don't think they'd be that effective in this. Especially if the hero was not a buff warrior/lacked superpowers. |
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#27 | ||||||||
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Member
Location: Turin, Italy |
I love this challenge...
I'm currently thinking about the possibility to have a connection between the hero and the game world. In this way it’s possible to feel the emotion of the character simply looking at the environment. |
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#28 | |||||||||
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Junior Member
Location: Norway |
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Maybe if you had an avatar for nature, one would naturally see the affects of his/her moods in the surroundings? |
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#29 | |||||||||
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Member
Location: Turin, Italy |
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The hero will also be very different from traditional heroes of the genre... |
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#30 | ||||||||
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Junior Member
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This sounds like an awesome idea. Having the world dynamically reflect the character's physical and mental (and spiritual?) condition could get rid of HUDs and annoying menus and other obsolete information sources. It would take a lot of thought, though... I can imagine getting into a battle, losing health quickly, seeing the surrounding flora die off, then popping a health potion or medpack or something, and seeing the flora spring back to life immediately. I bet it would be very distracting and jarring if it was done on a linear direct-relationship scale, as in, the flora completely dies when the player has zero health, and is half-alive when the player is at half health.
Maybe what's wrong in that picture is not your idea of player-reflective environment, but rather "health" itself. Maybe it's also limiting to base "health" just off one number, based on damage taken, etc. I'm thinking that it wouldn't work well in the current generation of RPGs or action-RPGs or FPS games. The basic design philosophy behind games would probably need to be changed to fit your idea. You mentioned "traditional heroes of the genre" -- which genre? |
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). Would it really be that different?
I'm currently thinking about the possibility to have a connection between the hero and the game world. In this way it’s possible to feel the emotion of the character simply looking at the environment.
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