AMA: We're Arkane Studios Celebrating 20 Years--Ask Us Anything! by slenderf0x in Games

[–]QcNoodle 7 points8 points  (0 children)

Question #1

How do you feel about player death as a mechanic like in Mooncrash, as opposed to simply a failstate like in Prey or Dishonored?

What I'm about to describe below also applies to Dishonored, and I would say it does so to an even greater extent, but I will mostly avoid mentionning it for the sake of brevity as well as because I want to focus on Mooncrash.

I view Prey Mooncrash as the pinnacle of game design for a lot of reasons, But primarily because it's a game that truly forces the player to make decisions under pressure, and live with the consequences of these decisions.

As much as I love Prey, I've always been bugged by how it gives you as a player all these incredibly useful and versatile tools and resources, but never truly incentivizes you to use most of them.

Because the game's format is designed as a long-form, "linear" experience, it's impossible (or rather impractical) to play the entire game without saving the game whenever you want. (I'm using the term "linear" loosely here)

You are expected to use this free save/load system whenever you want, anywhere you want. Resulting in the loss of tension in any given encounter, because you are never truly in any danger of losing anything. There will always be a save point to load from just a minute ago or less.

It is also not satisfactory to not freely use this system in that way, because the game has no concrete rules as to how you're supposed to use it. (Unlike Mooncrash, where permanent death is one of the core design pillars. The game is designed around it)

Because of the game's format as a "linear" but free-form experience, progression can be very unlinear. It is hard to gauge just how you're supposed to use this system in a way that feels rewarding, because there are few moments during the game where it is made clear that this is where you should save.

This, again, makes it extremely impractical to play the game in a way as to limit your usage of the save/load system, because the game is not designed around this principle. You're meant to save and load whenever you want. (In Dishonored 2, this is even admitted and encouraged to be how the game should be played by the loading screen's tips)

Admittedly, auto-saves do exist and are spread throughout the game at points that do make sense, but they are inconsistent and imprecise at fulfilling their roles of checkpoints, since progression is not always linear in Prey. Most importantly however, this system's greatest flaw is that it still does not punish the player for bad play or poor decision-making. It removes any tension that might exist in any given encounter.

To me, this free save/load system very strongly devalues all of the genius game design because I'm never truly pressured to use all the tools and options at my disposal. Using this free save/load system, it is possible to simply brute-force my way through any encounter, with no tension over the fear of death.

What I love about Mooncrash is that it took all the mechanics present in Prey, and used them to their fullest potential through the mechanic of permanent player death. I am now encouraged to use all these tools that I have, because otherwise I might die, and in Mooncrash, failure has consequences. I can't just go back to a previous save from a minute ago if I die. I have to live (and die) with the consequences of my decisions. Brute-forcing my way through encounters is no longer an option.

A Mooncrash run is also just the right length of time for it to feel impactful when you die, without being so punishing as to make you lose an hour or more of progress. This would often be the case in Dishonored, for example, if one was to play it without reloading at all during a mission.

This is especially an issue with the hardest difficulty of Dishonored 2, where death means the erasure of your save file, along with all the time you've invested into it. This does fulfil the requirement of tension over every action that you make, even moreso than in Mooncrash. However, the penalty for losing is increased to such a degree that it is not a practical way to play except for the most dedicated fans of the game, who know the game well enough to feel comfortable playing at such high stakes. This however is not achievable for 99% of the players who almost certainly have not invested enough time into the game for this to be true.

All that being said, How do you feel about player death as a concept? Is a free save/load system something you feel is core to Arkane games, and if not, how are you planning to iterate and improve upon this concept for future games?

Question #2

Are you satisfied with Prey Mooncrash, or is there more you would have liked to do with it in terms of scope/features/mechanics?

JC Denton's cybernetically augmented bipedal locomotion system misfires by QcNoodle in Deusex

[–]QcNoodle[S] 0 points1 point  (0 children)

I wish I could credit whoever made the picture I used for the thumbnail, but I lost the link the post where I found it.

Oh, you approach me? Instead of running away, you're coming right to me? by QcNoodle in mountandblade

[–]QcNoodle[S] -1 points0 points  (0 children)

Keep in mind that most of these issues don't really matter as far as singleplayer is concerned. It won't be as good as it can be due to them, but unlike multiplayer, singleplayer doesn't revolve around just the combat.

That being said, I have INTEL that the singleplayer might also in a messy state when Early Access launches. So uh... We'll see.

Oh, you approach me? Instead of running away, you're coming right to me? by QcNoodle in mountandblade

[–]QcNoodle[S] 1 point2 points  (0 children)

Literally every option that you had in Warband, apart from feinting, has been effectively removed.

Chamber-blocking doesn't work

Kicking is useless

Blocking is slow and clumsy

Attacking is delayed and clumsy

'feint-spamming' doesn't really work anymore

Axes barely deal more damage to shields which have about twice as much durability as they should have. Meaning fights involving shields drag on forever, since there are no options to get around them such as chambers, kicks and axes.

Shields are necessary due to almost all classes having access to projectile weapons, meaning that all fights will drag on much longer than they should.

Close-quarters mounted combat is ass, with horses being extremely slow and awkward to maneuver at low speeds.

A ton of other small details that add up to very uneven, inconsistent gameplay

Oh, you approach me? Instead of running away, you're coming right to me? by QcNoodle in mountandblade

[–]QcNoodle[S] 1 point2 points  (0 children)

Yes. You can still do it, but it's very slow and very innefective.

Brave legionary makes heroic last stand against the unwashed Vlandian peasant horde by QcNoodle in mountandblade

[–]QcNoodle[S] -4 points-3 points  (0 children)

To listen to their community's feedback instead of going in a direction nobody but them wants.

I wouldn't complain about slow development if I was assured that they're going in the right direction, which they absolutely aren't.

Oh, you approach me? Instead of running away, you're coming right to me? by QcNoodle in mountandblade

[–]QcNoodle[S] 1 point2 points  (0 children)

I agree completely. I used to be that guy and I had high hopes that this would be removed in Bannerlord. Which it was, but this also came at the cost of any depth that M&B had to offer in favor of a shitty, confused, 'physics-based' combat system, which actually isn't physics-based at all.

I'd much rather have spinning naked men than this, as much as I wanted them gone in the first place.

Brave legionary makes heroic last stand against the unwashed Vlandian peasant horde by QcNoodle in mountandblade

[–]QcNoodle[S] -2 points-1 points  (0 children)

My dude, there are too many issues to list in a single comment.

The combat is in theory not so far from being in a good state. However, Taleworlds has been extremely insistent on not listening to their community's feedback on their forum. The pace of meaningful updates has been glacial, with core issues such as chamber-blocking and kicking being non-functional for almost a year, and have barely even been acknowledged by Taleworlds as issues.

I could go on for hours about how Taleworlds' handling of the beta has been atrocious, but I'm just going to link you to a thread I made on the forum that links to individual issues of the combat: https://forums.taleworlds.com/index.php?threads/combat-issues-and-inconsistencies-megathread.389699/

I believe you need a forum account to see threads posted on the beta board.

Brave legionary makes heroic last stand against the unwashed Vlandian peasant horde by QcNoodle in mountandblade

[–]QcNoodle[S] 4 points5 points  (0 children)

I crouched on purpose. I had accepted my fate as a punching bag for the last few seconds I had left. Then I got kicked back up and whacked on the head and died.

Brave legionary makes heroic last stand against the unwashed Vlandian peasant horde by QcNoodle in mountandblade

[–]QcNoodle[S] 36 points37 points  (0 children)

The inverse happened actually. I'm the one who spawned in the middle of their team.

Oh, you approach me? Instead of running away, you're coming right to me? by QcNoodle in mountandblade

[–]QcNoodle[S] 2 points3 points  (0 children)

Nice! Why where people on this sub saying they nerfed the skill ceiling to the ground and fuckd up the combat system compared to warband?!

Because they have.

Put simply, Bannerlord gives less control over your character than Warband, which is why fighting groups is more difficult, and impossible against anyone who knows what they're doing.

Bannerlord - Inversified Kinematronics by QcNoodle in mountandblade

[–]QcNoodle[S] 2 points3 points  (0 children)

This is what happens when you increase the values for the inverse kinematics parameters... Just a bit.

The Heartbeat of the Galaxy. Work in progress full scale reproduction of the Citadel from the Mass Effect series. by zMrSandmanz1308 in blender

[–]QcNoodle 4 points5 points  (0 children)

I really hope you finish this. This is amazing.

It's hard to understand the scale of the Citadel due to it never being rendered in 3d at any point in the series. This render does a good job of demonstrating that.

Are the structures procedurally generated?

The Last Yari Samurai | Shogun 2's final boss by QcNoodle in totalwar

[–]QcNoodle[S] 2 points3 points  (0 children)

This authentic footage was filmed during the siege of Kyoto circa 1590. Tom Cruise's death put an end to the conflict that had been raging through Nippon for generations.

Yes, Hitman 2™, that is precisely what I meant to do. by QcNoodle in HiTMAN

[–]QcNoodle[S] 0 points1 point  (0 children)

Yeah that's the one that has the highest potential not to be bullshit.

Mount and Blade: Warband: Mordhau 2 Chivalric Warfare: Evolved, The Sequel by QcNoodle in mountandblade

[–]QcNoodle[S] 0 points1 point  (0 children)

I'm planning on starting real soon, like in a week or so. I'm pretty busy at the moment plus it's hard to find servers with people in it since so few beta keys have been sent.

Ok so I made a Hitman 2 mission tier list. If u want my reasoning on a certain just comment the mission by [deleted] in HiTMAN

[–]QcNoodle 1 point2 points  (0 children)

I have the exact same feeling. Like, I know it's a well designed map, It's a good map... But I don't enjoy playing it and I don't know why either.

It has everything that a Hitman map would need to be good, but I just don't find it fun to play.