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4/28/2014 9:08:39 PM
10

Shooter Complexity and You, plus The Last of Us

[b][u][No Spoilers Request][/u][/b] Well, I have finally had a chance to start playing "The Last of Us". I'm about 33% through the game and playing on Hard difficulty. I just wanted to get that out there. Alright, now that we know what inspired this thread, lets get to it. [i][b]Shooter Complexity[/b][/i] Let us first talk about what makes up a shooter. I'm referring to reticules, looking/aiming sensitivity, bloom, aiming sway, hit-boxes, enemy AI movements, cover, environments, bullet damage, player health/shielding, enemy AI health/shielding weapon variety, etc. As the list goes on, we see that shooters can and usually become very complex. Now, here the question is when does shooter complexity go too far? Is there a line between complex enough to be challenging and interesting, or too complex to be fun and entertaining? [i][b]You[/b][/i] There are many ways to build a shooter. What is your preference? Do you like a shooter where the player needs to fire at a bunch of enemies or just a few? For you, is it better if those opponents are weak or tough? How important are head-shot attempts? What do you want to see in AI movement/pathing and hit-boxes? What type of environments do you prefer? [b][u][No Spoilers Request][/u][/b] Let me see what you have to say and I will respond to you all individually.

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  • No.

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    • To me, it's the little things that made me LOVE the game. For example;The way joel covers ellie when your both at the same position instead of going through her. Or the way enemy AI scout the area looking for you. God, I love that game :')

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      • It's 20 to 1 BONG.

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      • I don't like how hard it is to shoot something like 3 feet intfront of you in the last of us.

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        • [quote]reticules[/quote]Customizable.[quote]looking/aiming sensitivity[/quote]Customizable.[quote] bloom[/quote]Never.[quote]aiming sway[/quote]Rarely ever.[quote]cover[/quote]No cover system.[quote]weapon variety[/quote]Plenty but reasonable. [quote]How important are head-shot attempts?[/quote]Depends on the game. [quote] What do you want to see in AI movement/pathing and hit-boxes?[/quote]Fast and agile.[quote] What type of environments do you prefer?[/quote]Variety.

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          • Once you work yourself up to Survivor Plus difficulty, headshots are really easy. They are crucial to beat that difficulty mode.

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            • I like complexity in single player games. Playing a simple song on a violin is satisfying, but tearing out a wild Irish tune is far more memorable, thus it is with videogames.

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              • 由Toa Axis編輯: 4/28/2014 10:52:57 PM
                [quote][b][u][No Spoilers Request][/u][/b] Well, I have finally had a chance to start playing "The Last of Us". I'm about 33% through the game and playing on Hard difficulty. I just wanted to get that out there. Alright, now that we know what inspired this thread, lets get to it. [i][b]Shooter Complexity[/b][/i] Let us first talk about what makes up a shooter. I'm referring to reticules, looking/aiming sensitivity, bloom, aiming sway, hit-boxes, enemy AI movements, cover, environments, bullet damage, player health/shielding, enemy AI health/shielding weapon variety, etc. As the list goes on, we see that shooters can and usually become very complex. Now, here the question is when does shooter complexity go too far? Is there a line between complex enough to be challenging and interesting, or too complex to be fun and entertaining? [u]I don't really think so (and if they're is I have yet to play a game with such qualities). In regards to TLoU this is definitely not the case. Naughty Dog has always been very good when it comes to teaching players how to engage with the game. Even the very first encounter with humans (obvious cover spots and all) incorporates player choice in an admittedly shallow manor. Tess tells you to sneak around and get in close, in which the player would most logically use a melee attack. However, the player is also equipped with a pistol, also prompting them to shoot the enemy when possible. The crafting is intuitive, yet simple for the player to understand, and also crucial for the player's survival. TLoU is different from other adventure games/shooters in that shooting won't be your primary method of dispatching enemies. Shooting is also discouraged compared to other methods of taking out enemies due to the amount of noise they make. The game does an excellent job of conveying all of these concepts, even though as a whole, they may not be complex. [/u] [i][b]You[/b][/i] There are many ways to build a shooter. What is your preference? Do you like a shooter where the player needs to fire at a bunch of enemies or just a few? For you, is it better if those opponents are weak or tough? How important are head-shot attempts? What do you want to see in AI movement/pathing and hit-boxes? What type of environments do you prefer? [u]All of these things really depend on the individual game. Like you say, there are many ways to build a shooter. However the mechanics and concepts within the design must coalesce into one cohesive whole.[/u] [b][u][No Spoilers Request][/u][/b] Let me see what you have to say and I will respond to you all individually.[/quote]

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                • Yes.

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                  • 0
                    Almost.

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