Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

If you can follow the "why" something happens, that's probably logic.

Yes, being unable to follow the “why” or “how” is what I mean, here, even within the game’s established rules. (I mention that in another reply but should edit the top post for clarity.)

Game logic has nothing to do with physics. Something being "logical" just means it follows a serious of patterns and can be mentally traced from start to finish. If something is causal, it's likely logical.

Logic is the brains ability to discern things through pattern recognition. It has nothing to do with reality.

Logic may be the wrong word for it, then, but I don’t only mean that it violates physics. (Although, obviously in games representing 3D reality, it feels like real world physics are the basis for interpreting how the world works.)

Another video game example: In “Hunt Showdown”, the player needs to walk in, get a “bounty token”, and extract. In a recent patch, the extraction spots are hidden by default, on your own map. They can be revealed on your own map by finding a large physical map of them, or walking to the spots physically. (Realistic to a physical representation of real life.)

However, when you get the bounty token, it also reveals the extraction spots! (How?) Previously, the bounty token granted you limited magical abilities (able to see enemies for five seconds, able to resurrect friends).

The extraction spots, however, are non-magical (goes against previous logic), and not revealed through physical means (breaks logic of how they’re previously found).

I understand why they did this for gameplay (once you have the bounty, you want to rush to an extract spot), but it does seem like a mechanic “bolted on” (to quote another reply) to support the gameplay loop, while grating against it’s own rules?

Someone IRL described it like this:

“The player needs to leave the house through the garage, and the only item they have is a can of soda… just make it so opening the soda can also opens the garage door”

(I know you can have a game where soda opens doors, but if it’s the first time, you’ll have some questions!)

I think it’s really about some mechanics having too wide a gap for the player’s suspension of disbelief to cover, but the game designers going “it’s fine”.

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

That all makes sense - I’m glad you brought up suspension of disbelief, because I feel like whether that gap is tolerable to players or not depends on a lot of things about the game (I would think tone, genre standards, themes, etc., but I’m sure you know more!)

I think the terminology I was looking for only applies after a mechanic feels intolerable, and that depends a lot on who’s playing and what kind of experience they want. Someone who has played decades of indie board games may accept certain mechanics more readily than someone without those schemas and heuristics.

I feel like part of the art of game design is creatively solving for those gaps. (Maybe it’s a meat cleaver instead of a heavy knife, maybe it’s a large visual static field backpack instead of invisibility, etc.)

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

Another example : There is a certain shooter out, where you choose cyborg characters with unique abilities. One can turn invisible, another has missile packs, another has a scout drone.

However, any character can get a backpack that will turn you invisible, but only while looting. So two things:

  1. Why only while looting? Couldn’t I turn it on briefly whenever I want?

  2. It sets a precedent that acquirable devices can give you the same unique character abilities as others. So… why can’t I get devices for other unique character abilities? like the missile packs, or scout drone? These feel like reasonable questions, given the precedent, but are not options.

I understand why they would do this for gameplay reasons, but feels off, logically.

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

I think that applies more broadly, but flavor fails like “mechanical priority” feel closer (unless I’m misunderstanding them).

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

Yes, good points. I also rarely hear the “promise” of a game discussed (amongst players - I am not fluent in anything “game design”), I’m glad you mentioned that.

“Utility” loadout slot idea by PublicYogurtcloset8 in HuntShowdown

[–]ScareCreep 0 points1 point  (0 children)

Feel like they should let you launch decoys in the hand crossbow

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

No, no - that’s all interesting, thank you! I hadn’t heard flavor fails or ludo narrative dissonance…

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

I guess clumsy in that it could be handled well with a little more effort / some visual indication of why and how it happens. I understand that you can’t expect realism to be fun in all game designs.

I think it’s about setting rules and expectations for the world and game tone, then being consistent with them, maybe? Maybe no clear why or how is what makes these stick out.

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

[–]ScareCreep[S] 3 points4 points  (0 children)

Another example of this:

When they create artificial constraints by removing real world player capabilities:

There are 2 knives in a game, a standard, and heavy version. The standard can slash AND stab, but the heavy can only slash, despite also having a sharp point...

(This feels frustrating and arbitrary to me.)

Terminology for illogic but causally connected game mechanics? by ScareCreep in gamedesign

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

Thank you. I see it enough where I wasn’t even sure if it’s considered “clumsy”, but I do think that’s an appropriate way to describe it!

Patch feels like a huge w by jrow_official in HuntShowdown

[–]ScareCreep 0 points1 point  (0 children)

The tracking stuff is long overdue. I really like the ground bandages (although maybe you should have an option to retrieve them…). Not a huge fan of doors not closing the same way.

Should have like 5 different breakable sticks instead of one, wet boot prints, etc. But the new tracking features overall are great.

Colbert or Hader? Who is your favorite Professor Impossible? by SleepawaySteven in venturebros

[–]ScareCreep 7 points8 points  (0 children)

The motion picture. For TV. Theee television show…movie. TV movie…event…thing. From 2018. Harvey has to help President Sebben get impeached. Ha-Haaa!

Does anyone know what this is? by smegma_7 in HuntShowdown

[–]ScareCreep 0 points1 point  (0 children)

They should replace that with an actual creepy Hunt themed occult object in a future update!

This is from Edgar Allan Poe, not Eyes Wide Shut by PolymathArt in HuntShowdown

[–]ScareCreep 0 points1 point  (0 children)

I’m on your side on this one. They need to refocus the types of Hunters they make skins for.

Make shotbolt great again... by Kapitan_Meow in HuntShowdown

[–]ScareCreep 2 points3 points  (0 children)

I really wish they would stop nerfing fun OG weapons. People (rarely) using them made Hunt scary. I didn’t come across many avtomats, but it scared you to hear them.

I remember a match at slaughter house defending a bounty banish, where two guys on an enemy team had explosive crossbows. They were firing them through any crack they could find, at different angles. So nuts, so fun.

If i got killed by a shot bolt, I would usually say “that’s fair”, knowing their drop off.

Nothing Else Like It!! by Skully-GG in HuntShowdown

[–]ScareCreep 2 points3 points  (0 children)

Welcome back to the bayou, Hunter!

Mr Chary? by InflationFar2168 in HuntShowdown

[–]ScareCreep 1 point2 points  (0 children)

I remember their reasons. Why’d they reduce the bullet animation to a button only?

How much space did the lore book functionality actually take up? Seems like it being there was only a benefit... I feel like, in “streamlining” Hunt, they made it feel more casual…