Quests / Missions (Destiny)
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 13:05 (3897 days ago)
I was thinking recently about what sorts of quests and missions we'll be able to do in this cool world of Destiny, since quests in 99% of MMOs are completely uninspired and rigid, with only 3 basic variations on what you have to do. Fetch. Kill. Escort.
Playing through Bioshock Infinite a second time, this time on 1999 mode, I came across a lone example of something pretty sweet in an otherwise rigid game.
In a bathroom there's a cipher on the wall. Anna says she can't read it, and that maybe there's a codebook for it. I search the area high and low, and there's no code book. However, I notice a dead guy is holding a picture of a canon. The picture isn't highlighted, and neither the game nor Anna say anything about it. That's strange, what's this canon? It clicks in a few seconds: that looks like the cannon a few squares over.
Turns out, inside the canon's barrel is the codebook. So I go back and Anna decodes the cipher, something like "Tip your hat to the vox populi" or something. I don't remember exactly, but there's a hat on a rack you can nudge revealing a secret door that opens leading you to some cool stuff. AND NONE OF THIS WAS TOLD OR HINTED TO ME!
I am really surprised it didn't play out like this:
Anna: Booker, search the area for anything unusual that might help us find the code book!
Finds picture, highlighted Press E to look at picture.
Anna: Booker! That looks like the cannon back across the street, we should go investigate that.
Runs to cannon.
Anna: Booker! Try looking around, or IN the cannon.
Picks up codebook.
Anna: Now we can decode the cipher! Let's head back.
Heads back to Cipher.
Anna; Booker! It says to tip your hat to the Vox Populi. Are there any hats around?
Finds hat on stand.
Anna: Booker! That's a hat! Try moving it!
Hat Highlights: Press E to tip hat.
Anna: Booker! Look a secret passage opened!
I say this because this exact same thing happens all the rest of the game, with Anna telling you to explore stuff before moving on. Anyway, the point was that it was kind of cool to actually have to LOOK at things and use my brain a teeny bit.
I would love to see tons and tons of missions and quests work this way in Destiny. Not through prompts and explicit goals, but through careful observations and exploration. Like maybe if we have to find something, we have no idea where it is, and you have to talk to NPCs (or maybe other guardians who know where it is!), or examine areas for clues and stuff. With all that sweet sweet loot there should be plenty of things to find right? So many MMOs have stupidly simple and uninteresting quest systems, with explicit instructions and waypoints and shit, that it would be a shame if Destiny just had kill / fetch / escort quests and missions. If Bungie's going to build this sweet world for us, then we should be rewarded for exploring and paying attention.
Quests / Missions
by Claude Errera , Sunday, March 23, 2014, 14:10 (3897 days ago) @ Cody Miller
I'm totally with you on this - I'd love to see stuff that can be missed if you're not paying attention (because then NOT missing it is worth more).
The biggest problem I see (and I have no clue how Bungie - or any other company, for that matter - is actually handling it) is that there's a conflict between wanting to give the player cool options like this and being able to justify to whoever's paying for development the work involved in putting in content that might not be seen by a significant fraction of the playerbase. (I know where YOU come down on that conflict, Cody - but it ain't your money, at least not during the development phase. ;) )
Quests / Missions
by Ragashingo , Official DBO Cryptarch, Sunday, March 23, 2014, 14:36 (3897 days ago) @ Claude Errera
I'm totally with you on this - I'd love to see stuff that can be missed if you're not paying attention (because then NOT missing it is worth more).
The biggest problem I see (and I have no clue how Bungie - or any other company, for that matter - is actually handling it) is that there's a conflict between wanting to give the player cool options like this and being able to justify to whoever's paying for development the work involved in putting in content that might not be seen by a significant fraction of the playerbase. (I know where YOU come down on that conflict, Cody - but it ain't your money, at least not during the development phase. ;) )
But that seems like an outdated assumption, or at least one that is being rapidly outdated. 20 something years ago I had to have my dad call the Sega of America's pay per minute hotline to get the cheat codes to Sonic the Hedgehog 2. (Which I memorized so well back then that I still know two of the three important ones!)
Ten years ago cheat codes were trivial to find on the internet and even the most complex, hard to reproduce easter eggs (like the Halo 2 IWBYD skull) were being shared by the people who had capture cards or were willing to point a camera at a TV screen. Now, with everybody's computers and video game consoles recording video of their actions all the time, the expenses of making a how to video have also vanished and with any vaguely interesting thing spreading over Twitter and Youtube how does the calculus of a feature not being seen even compute anymore?
Quests / Missions
by Malagate , Sea of Tranquility, Thursday, March 27, 2014, 15:25 (3893 days ago) @ Ragashingo
I'm totally with you on this - I'd love to see stuff that can be missed if you're not paying attention (because then NOT missing it is worth more).
This.
The biggest problem I see (and I have no clue how Bungie - or any other company, for that matter - is actually handling it) is that there's a conflict between wanting to give the player cool options like this and being able to justify to whoever's paying for development the work involved in putting in content that might not be seen by a significant fraction of the playerbase. (I know where YOU come down on that conflict, Cody - but it ain't your money, at least not during the development phase. ;) )
Also, this.
Ten years ago cheat codes were trivial to find on the internet and even the most complex, hard to reproduce easter eggs (like the Halo 2 IWBYD skull) were being shared by the people who had capture cards or were willing to point a camera at a TV screen. Now, with everybody's computers and video game consoles recording video of their actions all the time, the expenses of making a how to video have also vanished and with any vaguely interesting thing spreading over Twitter and Youtube how does the calculus of a feature not being seen even compute anymore?
There are a couple ways to deal with this, which I sincerely hope Bungle will employ in Destiny:
1. Specifically timed events. The example that leaps to mind is Skorm's Bow in Fable. You had to complete some task, I think toss money in a well, or execute an innocent or something, at the stroke of midnight in a specific place. The reward was the best bow in the game. Basically circumstances in the world have to be right for some secrets to reveal themselves.
2. Rare, "roaming" encounters. A la Doom Gaze from Final Fantasy III (VI). Also, I think there was a ghost ship of some kind in LoZ:Windwaker. Kind of another case where the circumstances have to be right. I think cases like these provide some of the most pervasive and persistent lore-related encounters in a virtual world. If it's rare enough (and the payoff valuable enough), word will spread within the community like wildfire. However, (and maybe this is just the sadist in me talking) specific measures could be taken to thwart farmers, to ensure that the rarity of the encounter (and potency of the legend) remains just that.
It strikes me that all that really needs done in this regard is to have faith in the community. The samurai helmet in H3 was a great little gem, unfortunately ruined by the folks that chose to delve into the game data. Much like a masterful author, Bungie simply needs to trust their audience. After all, they didn't gain such a passionate following by pulling punches and pre-masticating puzzles.
No hand-holding, I think, is really Cody's wish here. And I wholeheartedly agree. To preserve the mystery, to reward exploration and investigation as much as possible, and to demand better from what's becoming a generation of lazy-minded gamers (and coddling developers), I think as little direction as possible would be the best approach in many cases.
~m
Quests / Missions
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 27, 2014, 17:58 (3893 days ago) @ Malagate
edited by Cody Miller, Thursday, March 27, 2014, 18:12
1. Specifically timed events. The example that leaps to mind is Skorm's Bow in Fable. You had to complete some task, I think toss money in a well, or execute an innocent or something, at the stroke of midnight in a specific place. The reward was the best bow in the game. Basically circumstances in the world have to be right for some secrets to reveal themselves.
2. Rare, "roaming" encounters. A la Doom Gaze from Final Fantasy III (VI). Also, I think there was a ghost ship of some kind in LoZ:Windwaker. Kind of another case where the circumstances have to be right. I think cases like these provide some of the most pervasive and persistent lore-related encounters in a virtual world. If it's rare enough (and the payoff valuable enough), word will spread within the community like wildfire.
I think this is stupid. Players should never have to WAIT for something to happen. Waiting is stupid and not fun. Things should happen entirely on account of player actions. In other words, you shouldn't wait for an opportunity, but rather MAKE ONE.
This means:
1. No waiting for the right moment for a boss to become vulnerable. Make the vulnerability come about because the player does something to break their guard.
2. No timed events. Events should be activated through player action, not time. Because waiting is stupid.
3. No trigger gates. Door opens after you kill a few waves of oncoming enemies? Stupid. Whenever 'defend' or 'protect' comes up I vomit.
You get the idea. That ghost ship should appear not randomly, but because the player did something sweet.
Quests / Missions
by Ragashingo , Official DBO Cryptarch, Thursday, March 27, 2014, 18:38 (3892 days ago) @ Cody Miller
Having plot based events that are outside the player's control is not stupid. Say the Vex attack the wall unexpectedly with no player action causing the attack. If its supported by the story it doesn't matter if it's timed or whatever.
Quests / Missions
by marmot 1333 , Thursday, March 27, 2014, 20:41 (3892 days ago) @ Ragashingo
I support having timed events. Waiting may not be fun, but being there when something special happens is very fun.
I like this idea of a random Vex attack.
Also, think back to the very first Destiny vidoc--something along the lines of "Venus looks awesome tonight." What makes tonight special? Why Venus? I think these timed events will happen.
It could also easily be supported by the whole world, universe, and fiction of Destiny as well--what if things started happening in-game on Venus when real-life Venus is closer to earth/more easily seen in the sky/etc (I Am Not An Astronomer.)
Quests / Missions
by Ragashingo , Official DBO Cryptarch, Thursday, March 27, 2014, 23:45 (3892 days ago) @ marmot 1333
I support having timed events. Waiting may not be fun, but being there when something special happens is very fun.
I like this idea of a random Vex attack.
Also, think back to the very first Destiny vidoc--something along the lines of "Venus looks awesome tonight." What makes tonight special? Why Venus? I think these timed events will happen.
It could also easily be supported by the whole world, universe, and fiction of Destiny as well--what if things started happening in-game on Venus when real-life Venus is closer to earth/more easily seen in the sky/etc (I Am Not An Astronomer.)
At the very least some or all the planets are supposed to have day / night cycles with beautiful sunsets and sunrises. I could see some events only taking place at day or night which would mean some waiting for the planet you're on to rotate to or away from the sun.
Quests / Missions
by Malagate , Sea of Tranquility, Friday, March 28, 2014, 13:26 (3892 days ago) @ Ragashingo
Oh, aye.
But, I was thinking also of things like...this, and all they'd entail:
But regarding Cody's earlier comment about 'Defend' and 'Protect' missions, I have to wholeheartedly disagree. The method in which they're implemented makes absolutely all the difference. Personally, I look forward to things like long-distance escort missions. Mind you, not heavily scripted events laden with exposition necessarily (though again, if implemented the right way they can be nice moments for fluff...giggity), but think about the kinds of strategies you'd need to employ as a fireteam.
What route do you take? Do you get a choice? Hoof it over open ground or stick to canyons/forests for cover? Do you stage your Hunter at strategic points to act as overwatch to whittle down your opposition through his/her sniper scope? Do you set up your Titan at a choke point to ambush the baddies chasing you? Do you steal some vehicles to leverage heavier firepower and corral the enemy forces?
There are lots of ways to play with the variables for just about any objective to make them engaging. I will agree on the point about boss vulnerability, though. Let me perform an action to make the giant glowing red weak spot appear. Don't make that particular aspect a matter of waiting through some long animation.
Gotta say though, I do love being dismissed out-of-hand because I'm not hardcore enough.
~m
Quests / Missions
by Cody Miller , Music of the Spheres - Never Forgot, Friday, March 28, 2014, 14:10 (3892 days ago) @ Malagate
What route do you take? Do you get a choice? Hoof it over open ground or stick to canyons/forests for cover? Do you stage your Hunter at strategic points to act as overwatch to whittle down your opposition through his/her sniper scope? Do you set up your Titan at a choke point to ambush the baddies chasing you? Do you steal some vehicles to leverage heavier firepower and corral the enemy forces?
All of which can be decisions you can be asked to make without the need for an escort mission :-p Instead of worrying about an NPC dying, you worry about YOU and your team dying, which is generally far more interesting, since that is entirely under your control.
IN MY OPINION.
Quests / Missions
by Malagate , Sea of Tranquility, Saturday, March 29, 2014, 08:34 (3891 days ago) @ Cody Miller
All of which can be decisions you can be asked to make without the need for an escort mission :-p Instead of worrying about an NPC dying, you worry about YOU and your team dying, which is generally far more interesting, since that is entirely under your control.
Sure, all of which can be gameplay choices you employ if it's just you and your fireteam pulling aggro on creeps in the middle of nowhere. But perhaps some folks would enjoy missions, or even a Public Event, structured that way. Little more spice, if you will.
Regarding what one can and can't control, and sticking within the example of an escort mission; why not simply spawn a huge, lumbering vehicle (like the Elephant) that can be player controlled, and have that be the moving objective?
Again, lots of ways to play with the variables. It doesn't always have to be so cut and dried.
~m
Quests / Missions
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 14:36 (3897 days ago) @ Claude Errera
The biggest problem I see (and I have no clue how Bungie - or any other company, for that matter - is actually handling it) is that there's a conflict between wanting to give the player cool options like this and being able to justify to whoever's paying for development the work involved in putting in content that might not be seen by a significant fraction of the playerbase. (I know where YOU come down on that conflict, Cody - but it ain't your money, at least not during the development phase. ;) )
Don't you think that with Destiny strongly pushing you into a social / co-operative experience, that hidden things might spread from player to player faster than in a single player only / lone wolf style game? :-)
Also showing the player everything is a surefire way to make your world seem smaller and less engaging. The whole POINT of such content is that it is not seen by many. Even if you don't see it all, knowing it's there and seeing SOME accomplishes the goal of making the world seem deeper, so I would consider it a fine investment.
Quests / Missions
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 22:51 (3896 days ago) @ Claude Errera
The biggest problem I see (and I have no clue how Bungie - or any other company, for that matter - is actually handling it) is that there's a conflict between wanting to give the player cool options like this and being able to justify to whoever's paying for development the work involved in putting in content that might not be seen by a significant fraction of the playerbase.
I may have not communicated well enough, but the example I gave would still be awesome even if it was a required part of the story.
My reaction to that segment was not because it was optional, but because finding the solution was extremely cool. It could very well have been necessary to find that secret room to proceed in the campaign, but still been just as awesome.
So Bungie could make every single quest / mission mandatory, yet still adopt the kind of approach to completing it I outlined, and significantly improve the fun of the game while considering your point above. The missions should have you looking at the world, exploring it, etc, rather than following instructions and waypoints.
It seems to me you'd have a blast with AntiChamber
by ZackDark , Not behind you. NO! Don't look., Sunday, March 23, 2014, 14:41 (3897 days ago) @ Cody Miller
- No text -
It seems to me you'd have a blast with AntiChamber
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 14:52 (3897 days ago) @ ZackDark
I never tried it before because it looked ugly.
I'll get someone to gift it to me, play it, and report back to you :-)
Yup, I am *OT*
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 24, 2014, 01:33 (3896 days ago) @ ZackDark
Technically the game is unimpressive. There's no gamepad support, and it's the type of game I'd like to play on the couch. There are times when the framerate dips pretty bad, which is inexcusable given the simplicity of the rendering, and the fact that my Mac runs Bioshock Infinite (Via bootcamp) at around 60fps at 1080p with ultra everything, so it's not the setup.
The art style and simplicity is really unappealing.
That being said, yes it's very welcome. I'd still say that the hint plaques are even too much. At least you don't have to click them.
I haven't finished it yet but
SPOILER
I got a lot of satisfaction in figuring out that drawing outlines with the block gun causes the game to fill in the middle, which is vital in order to duplicate blocks so you have enough for some of the puzzles. This was all up to me to figure out, and it was fun!
Thank you for pointing me to this game. More games should treat the player the way it treats me: like I'm not an idiot and actually enjoy exploring and figuring things out myself.
*SP*
by ZackDark , Not behind you. NO! Don't look., Monday, March 24, 2014, 16:52 (3896 days ago) @ Cody Miller
Glad you already got the gun.
I really, really like this game. Shame it has a timer that resets the whole thing, I think.
*SP*
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 24, 2014, 18:27 (3895 days ago) @ ZackDark
Glad you already got the gun.
I really, really like this game. Shame it has a timer that resets the whole thing, I think.
It doesn't reset it. I ran out of time and nothing happened except a cryptic message being displayed. The 'fuze' puzzle was likewise very satisfying to solve ;-p
Beat it
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 27, 2014, 18:05 (3892 days ago) @ ZackDark
Did it without a walkthrough, and I even found a secret developer room!
If you combine the puzzle philosophy of discovery without handholding that anti-chanmber has, with the production values, narrative and mechanical flexibility of the original Portal, and ratchet up the difficulty to all the puzzles, then you'd have a game that will be a timeless classic and possibly the best puzzle game ever.
Someone needs to join forces.
Beat it
by ZackDark , Not behind you. NO! Don't look., Thursday, March 27, 2014, 18:27 (3892 days ago) @ Cody Miller
Glad to know it's possible with the timer running out. Will give it a more thorough shot after this hell of a week is finally over.
you're having a bad week?
by scarab , Saturday, April 05, 2014, 01:43 (3884 days ago) @ ZackDark
- No text -
Was. Finally over. Catching up on my gaming stuff tonight
by ZackDark , Not behind you. NO! Don't look., Saturday, April 05, 2014, 09:08 (3884 days ago) @ scarab
- No text -
Me too
by scarab , Saturday, April 05, 2014, 14:56 (3884 days ago) @ ZackDark
Just (10 minutes ago) beat Arkham Asylum on Hard difficulty with no health/armor upgrades.
The visitor center corridor with the (16?) partying inmates was the hardest part.
Have you seen Winter Soldier yet? It was quite good, I thought that it would be good but it was better than I expected. I'm looking forward to xmen and spider man but I'm not sure about guardians of the galaxy.
Yup, I am *OT*
by Kermit , Raleigh, NC, Tuesday, March 25, 2014, 06:45 (3895 days ago) @ Cody Miller
my Mac runs Bioshock Infinite (Via bootcamp) at around 60fps at 1080p with ultra everything, so it's not the setup.
For future reference, what Mac do you have? What version of Windows do you run? I almost bought BI on steam this weekend. I know this isn't bioshock.irrational.org (thank goodness), but I would really enjoy seeing some footage of a skilled gamer such yourself playing 1999 mode. I got stuck at the Siren section.
Kermit
Yup, I am *OT*
by Cody Miller , Music of the Spheres - Never Forgot, Tuesday, March 25, 2014, 09:24 (3895 days ago) @ Kermit
edited by Cody Miller, Tuesday, March 25, 2014, 09:57
For future reference, what Mac do you have? What version of Windows do you run? I almost bought BI on steam this weekend. I know this isn't bioshock.irrational.org (thank goodness), but I would really enjoy seeing some footage of a skilled gamer such yourself playing 1999 mode. I got stuck at the Siren section.
Kermit
Mac Pro (Early 2008)
8 Core 3.2ghz Xeon
Radeon HD 7950 (3GB)
32GB RAM
Windows 7
As for the siren, lay a lot of Devil's Kiss traps to take out her minions, and / or distract them with murder of crows. Then use charge and the volley gun or shotgun to take her out. Especially if you have the charge aid upgrade and gear that enhances your melees in some way it's not too hard. If you know where she spawns just lay a ton of Devil's Kiss traps right over her spawn point.
Just remember you are playing a game where the main character goes from sea level to 20,000 feet in the course of 10 seconds with no ill effects. It's -12F at 20,000 feet, and without acclimating for months you'd have about 5 minutes of useful consciousness. He must be superhuman, because he's wearing regular clothes, and he can exert himself without collapsing.
Yup, I am *OT*
by Kermit , Raleigh, NC, Tuesday, March 25, 2014, 10:14 (3895 days ago) @ Cody Miller
Mac Pro (Early 2008)
8 Core 3.2ghz Xeon
Radeon HD 7950 (3GB)
32GB RAM
Windows 7
I'm pretty sure the 8 core business beats out my mid-2010 iMac.
If I had a money tree, I'd buy the new Mac Pro in heartbeat.
Yup, I am *OT*
by SonofMacPhisto , Tuesday, March 25, 2014, 11:20 (3895 days ago) @ Cody Miller
Just remember you are playing a game where the main character goes from sea level to 20,000 feet in the course of 10 seconds with no ill effects. It's -12F at 20,000 feet, and without acclimating for months you'd have about 5 minutes of useful consciousness. He must be superhuman, because he's wearing regular clothes, and he can exert himself without collapsing.
As a sky diver, how hard did you facepalm?
Quests / Missions
by INSANEdrive, ಥ_ಥ | f(ಠ‿↼)z | ᕕ( ᐛ )ᕗ| ¯\_(ツ)_/¯, Sunday, March 23, 2014, 15:22 (3897 days ago) @ Cody Miller
In that same vein (Bioshock Infinite and all), I hope for situations much like the... I guess you could call it and Easter egg, that occurs in Shantytown. Those unexpected moments, even if scripted - I find can really add life to a game, even if its just for a moment.
SPOILER if you haven't played BioShock Infinite yet
by Kermit , Raleigh, NC, Sunday, March 23, 2014, 16:32 (3897 days ago) @ Cody Miller
edited by Kermit, Sunday, March 23, 2014, 16:37
You're the only person I've ever seen refer to her as Anna in this kind of context, and the only reason I can imagine why you did it is that your passive-aggressive jerk side likes doing this kind of thing.
SPOILER if you haven't played BioShock Infinite yet
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 16:47 (3897 days ago) @ Kermit
You're the only person I've ever seen refer to her as Anna in this kind of context, and the only reason I can imagine why you did it is that your passive-aggressive jerk side likes doing this kind of thing.
Um, I think YOU just spoiled something. Your post is the one implying Anna is someone other than Anna. Nobody reading my post who hasn't played is spoiled by anything except for the fact that there's an Anna. Which they know after playing the game for 90 seconds.
To be 100% honest Anna was just easier to type than the alternative, and I am bad with the iPhone keyboard.
SPOILER if you haven't played BioShock Infinite yet
by uberfoop , Seattle-ish, Sunday, March 23, 2014, 17:24 (3897 days ago) @ Cody Miller
Um, I think YOU just spoiled something. Your post is the one implying Anna is someone other than Anna.
Hmm, why is Cody referring to a character who acts exactly like this other character as "Anna"?
There aren't very many dots to connect.
SPOILER if you haven't played BioShock Infinite yet
by Cody Miller , Music of the Spheres - Never Forgot, Sunday, March 23, 2014, 17:34 (3897 days ago) @ uberfoop
Um, I think YOU just spoiled something. Your post is the one implying Anna is someone other than Anna.
Hmm, why is Cody referring to a character who acts exactly like this other character as "Anna"?There aren't very many dots to connect.
It's not really a spoiler.
1. Knowing Elizabeth is Anna tells you nothing. It tells you nothing because you find out she is Anna at the same time you find out who Anna is. Try it. Play the game pretending you know nothing about the end, knowing Elizabeth's real name is Anna. You'll find it spoils nothing, since you don't know who Anna is!
2. Booker calls her Anna early in the game, so you know anyway :-p
SPOILER if you haven't played BioShock Infinite yet
by Kermit , Raleigh, NC, Sunday, March 23, 2014, 18:07 (3896 days ago) @ Cody Miller
2. Booker calls her Anna early in the game, so you know anyway :-p
No, you don't. You're just trying to weasel out of it now. And I'm not spoiling anything because anyone who doesn't want to be spoiled knows not to read my appropriately titled post.
You've spoiled the game for anyone who is just casually reading DBO, is familiar with the premise and characters of BI but hasn't had the chance to play it or is in the process of playing it.
Except for the big honking spoiler you slipped in, I liked your post, and I'll take your word that you're just a lazy typist. Pro tip. Copy and paste.
I'm right there with you
by Fuertisimo, Sunday, March 23, 2014, 21:47 (3896 days ago) @ Cody Miller
Seriously though, I could be way off base but I think Destiny is going to eschew the traditional exclamation point over the NPC's head format and go a more informal route. I also think they'll shy away from having 5000 quests which are all variants of the same few concepts, and focus on having fewer, higher quality quests with daily/weekly stuff mixed it. I don't expect it to really look much like a traditional WoW/Guild Wars type quest system. Maybe I'm wrong though.
I'm right there with you
by Ragashingo , Official DBO Cryptarch, Sunday, March 23, 2014, 22:31 (3896 days ago) @ Fuertisimo
Agreed. Or at least I hope you're right! :)
When I think of Destiny and its missions I picture something that trends towards Borderlands but with a lot of the silliness removed, with the scale made bigger, with the combat improved, and with the missions seeming more "official." You're not a bounty hunter freelancer in Destiny, you're (as I imagine it at least) part of a part military, part exploration, part scientific structure based in the city.
But then I think of the Queen of the Reef, The Crow, and the latest mention of dignitaries and wonder if maybe I'm imagining Desinty's universe a bit too small. Already I get the feeling that both the Cabal and Fallen are intelligent and even worth talking to if any of them would stop shooting at us. The Vex seem almost certain to have interesting stories to tell, what with their time traveling and the way Bungie describes them as not clean and shiny off the assembly line, but a bit rusted and a bit beat up. Even the Hive seem very curious. Undead(?) space zombies traveling in great sarcophagus like starships perhaps fleeing from The Darkness or perhaps even being sent by it.
I'll be excited if all Destiny is is a highly connected scifi shooter like Halo, but I think I'll be even more excited to find out that it's something even bigger and grander!
I'm right there with you
by Durandal, Friday, March 28, 2014, 15:30 (3892 days ago) @ Fuertisimo
The biggest thing I hated about Spartan Ops, (which overall was the part of Halo 4 I ended up liking the most) was the "go here, push this button, kill the spawns" gameplay that it devolved into.
The idea that you had these missions, that you and your buddies could do and it revealed more of the plot was cool. However it really ruined it when it became a race to see how fast you could push the buttons and shoot down all the knights and elites.
I thought Skyrim's quest generator was a little better, because sometimes you would be in the middle of nowhere and this woman would run up to you and shout "help, i've been bitten by a vampire!" or "I just escaped from bandits and I'm lost", and suddenly, fetch or escort quest. It made it feel like there were things happening in the world outside your latest quest lines. (You could totally blow off the people too, with sometimes hilarious results.)
I'm hoping Bungie will fill the world with these more emergent type quests, rather then a field of exclamation points at the area landing zones.
Also, killing mobs for a 1% drop rate item AKA farming, I hate it. Nothing ruins fun like having to kill 1000 firbolgs so you get that critical class item. Watching them all respawn and wander aimlessly around, waiting for you to kill them all again just really breaks the immersion, even more then having to kill 6 rats every time you go to a new area.
Well, personally...
by uberfoop , Seattle-ish, Monday, March 24, 2014, 00:12 (3896 days ago) @ Cody Miller
...I hope they port the Colony Ship For Sale, Cheap! puzzle into Destiny.
No guidance, of course.
It could be their totally-not-obnoxious way of "encouraging" coop play.
Well, personally...
by Cody Miller , Music of the Spheres - Never Forgot, Monday, March 24, 2014, 00:47 (3896 days ago) @ uberfoop
...I hope they port the Colony Ship For Sale, Cheap! puzzle into Destiny.
No guidance, of course.
It could be their totally-not-obnoxious way of "encouraging" coop play.
No Self respecting Vidmaster actually solves that platform puzzle. We simply grenade climb to the top :-p MUCH easier.
Well, personally...
by Fuertisimo, Monday, March 24, 2014, 17:46 (3896 days ago) @ Cody Miller
Does it count if you fucked up the height on a few of them and just grenade hopped those to save time? :p
Quests / Missions
by ridum, Monday, March 24, 2014, 04:44 (3896 days ago) @ Cody Miller
This is the same thing that makes me SICK and bored w/games like Fable or even FF now where you 'follow the path' and 'click on highlighted items' to proceed through a set track.
… these games suck because you can't EXPLORE …
even though Halo there is still a 'track' through the level but you are able to 'explore' and aren't GIVEN the answers (skulls etc).
I hope there is lots of EXPLORATION in Destiny…. : )
mehhh
by electricpirate , Wednesday, March 26, 2014, 22:41 (3893 days ago) @ Cody Miller
It's a cool moment in Infinite and all, but I'm not really sure how it fits in destiny? Destiny is being designed as this highly co-operative game, and that kind of mechanic is worst fit in a co-op situation where one player may know the answers, or just wants to run through.
In general, I'd prefer to see a focus on players comeing to grips with hidden levers of the game systems. I'd want more of the learning that you see in games like Spelunky, or Dark Souls, or Phantasy star than what's basically a watered down adventure game moment.
mehhh
by Cody Miller , Music of the Spheres - Never Forgot, Thursday, March 27, 2014, 02:41 (3893 days ago) @ electricpirate
It's a cool moment in Infinite and all, but I'm not really sure how it fits in destiny? Destiny is being designed as this highly co-operative game, and that kind of mechanic is worst fit in a co-op situation where one player may know the answers, or just wants to run through.
In general, I'd prefer to see a focus on players comeing to grips with hidden levers of the game systems. I'd want more of the learning that you see in games like Spelunky, or Dark Souls, or Phantasy star than what's basically a watered down adventure game moment.
Your co-op point is interesting, which I will get to in a second.
I'm not saying literally make puzzles like the example I gave. I gave the example because instead of hints, directions, waypoints, and highlights, it flowed naturally from the mechanics and your curiosity.
See, Bioshock Infinite failed overall because the world it created suggested a level of depth and interaction that the mechanics didn't provide. So the wonderful world that was created ends up feeling fake and restrictive, instead of deep and freeing. This ends up pushing you OUT of the game instead of immersing you.
A game like Deus Ex is extremely immersive, despite being mediocre aesthetically, precisely because the world allows for more exploration and interaction than the aesthetics initially suggest. This in turn immerses you more, as you realize the world is deeper than you first thought. Likewise something like Marathon or Doom is immersive, because the aesthetics don't suggest or call for a high degree of interactivity or freedom anyway, so the fact you can only run, shoot, and hit switches is fine.
If Destiny is going to make you want to stay in the world and be immersed in its so called 'shared world', then the mechanics need to match the level of complexity the aesthetics of the world suggest, otherwise the world will feel fake like in Bioshock Infinite. From what we have seen, the world appears very detailed aesthetically, which means it needs to provide us with a lot of mechanical freedom. Freedom in the sense that we are free from the rigid mechanics of highlighted objects, waypoints, step by step goals, and telegraphed travel. If you can only go where you are told in a world, it feels fake and restrictive. In other words, let the players learn the layers of the game system, as you say, then have them apply that do do cool shit WITHOUT TELLING THEM HOW TO DO THAT. So, the trick is to allow the player to go a lot of places and do a lot of things, yet tell them very little. Have him figure it out for himself.
Otherwise, you're going to get a wonderful environment that's just a bore to be in.
NONE OF THIS NECESSARILY NEEDS TO BE OPTIONAL, although hidden optional stuff is always a plus.
As for co-op, you could go even farther with the layered implications of the game system, because players will be playing with other humans who can impart their wisdom. I don't want adventure game puzzles in Destiny; I simply want missions and quests that make me feel like I got to the end by deciding on my own actions, rather than getting to the end by following directions.
Ladders.
by uberfoop , Seattle-ish, Thursday, March 27, 2014, 07:13 (3893 days ago) @ Cody Miller
edited by uberfoop, Thursday, March 27, 2014, 07:25
Speaking of gameplay mechanics being matched to game worlds, ladders are a great example of a huge issue with many modern games.
When you're working in a realistic style, the artists seem to want to keep everything feeling realistic by ensuring that characters animate fairly realistically in their world all the time. Ladders get hit really hard, because seemingly the only way to keep things both realistic and sane for the design teams is to make some kind of system where a character slowly locks to a ladder, is allowed to climb, and then slowly dismounts.
This is going to sound weird, but I just picked up Dark Souls, and I have one major annoyance with it. No, it has nothing to do with when I did a stupid and lost about 7000 souls in the early part of the Undead Burg. It's the ladders. Even with the ability to slide down them, and even with the game generally having a lot of sluggish weight to actions, the ladder-mounting is just plain obnoxious.
I find it really sad that the first time I hit a ladder in Lightning Returns felt like a breath of fresh air (speaking of which, I need to get back to playing that). I see a ladder, I run at it, I prepare for the worst, and... the unrealistically nimble player character just sort of swoops up it. YES!
The core problem seems to be that, because of how games are controlled in a very coarse-grained way, there's a tradeoff between experiential smoothness and perfectly realistic animation. See also: Halo 4 and non-telekinetic button presses.
Or Warthog-mounting AI...
by ZackDark , Not behind you. NO! Don't look., Thursday, March 27, 2014, 17:45 (3893 days ago) @ uberfoop
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Don't get me started.
by scarab , Friday, March 28, 2014, 04:32 (3892 days ago) @ ZackDark
Or how batman can't run and perform actions at the same time.
Run up to a door and open it? No. Run up to it. Stop. Open it.
Run up to one of Penguin's jammers and break it? No. Run up to it, flail at the action button to no effect, die under a hail of bullets.
PS - I hope that driving the BatMobile in Arkham Knight will really rock. Color me excited. :-)
PPS - finally worked out what: aerial attack off a stunned enemy is good for: preserving Riddler informants whilst taking out everyone else around him. He's my launch pad. And keeping him stunned helps keep him out of mischief.
PPPS - Arkham Asylum gave me a repetitive strain injury on that tendon in your wrist that raises the thumb (all those ventilator grill openings...). Arkham City and Origins hurt the last knuckle on my right index finger (glide attacks?). I wonder what part of my hands will be arthritisized by Arkham Knight.
Don't get me started.
by ZackDark , Not behind you. NO! Don't look., Friday, March 28, 2014, 07:34 (3892 days ago) @ scarab
PPPS - Arkham Asylum gave me a repetitive strain injury on that tendon in your wrist that raises the thumb (all those ventilator grill openings...). Arkham City and Origins hurt the last knuckle on my right index finger (glide attacks?). I wonder what part of my hands will be arthritisized by Arkham Knight.
Dude, such violence, much pain.
Yeh I know. But I'm Batman!
by scarab , Friday, March 28, 2014, 09:43 (3892 days ago) @ ZackDark
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You? I thought I was the Batman
by MrPadraig08 , Steel City, Friday, March 28, 2014, 10:27 (3892 days ago) @ scarab
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