That 90 minute to do a full ng+ run number is kinda nuts but an interesting design choice. I ended up not picking up starfield but I do hope someone takes this novel ng+ approach and expands on it to create a game more focused on that as a story telling tool.
Heck, THIS is what studios should be using AI for - write a solid base story and let the AI build on that to create a more truly infinite and distinct set of new loop possibilities. (I would say your first 5 or so runs should be handcrafted, tell an interesting cohesive story, and then if players still want more the AI can kick in and offer additional replayability)
It worked for The last of Us and Spiderman. Optimization through exclusivity allows the publishers to spend less time chasing down random bugs and rendering issues.
Then don’t clutter my world with infinite foam cups literally everywhere highlighted with the scanner drawing my attention and distracting me so I’ll inevitably pick it up,just for it to be something that’s just going to get dumped into a container or an npc?
If you want every piece of clutter in your game to be lootable, every piece of clutter in your game will be looted, if only to get it out of the way.
It's literally 100% on the gamer if they insist on carrying every item they find. There isn't even .00000000000000001% responsibility for the developer. Carry capacities are a mandatory part of good design.
Isn’t this just typical of pretty much every game of this type?
It’s part of the game style, is it not? Any action/RPG-type game I can think of has encumbrance as a mechanic, so I don’t see how this is something to write about.
My issue is, encumbrance is fine if it’s engaging. Limit me to a few weapons and pieces of armor. But if ALL of the junk is going to be lootable, then make it 1. Worthwhile and 2. Not a hassle. If you give me a shiny, so help me imma loot it, and if it’s actual trash, that’s just a big waste of time and disappointing
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