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Spiney: and why is Solitaire so addictive
Spiney: theres an i in there somewhere
Simon: Because the game gives illusion of "Winning" or "Losing" which is quite satisfying when you do "Win"
Spiney: man, you get into things too deep
Spiney: takes away the miracles :P
Simon: im just in a deep mood at the moment, sorry x3
Spiney: oh its fine x3
Simon: I honestly think, out of all electronic games in the world, there is none as perfect as Pong.
Spiney: too simple
Spiney: but then again
Spiney: todays games can be just as simple
Spiney: if flashy
Simon: *shakes head*
Simon: Pong was simple, it doesn't overload the senses, it can require skill, or even just for a casual player, it can be multiplayer, you can play it on just about any device, it is FUN despite its simplicity.
Spiney: it is
Spiney: but I wanna expand on something
Spiney: games today are too simple
Spiney: I always see features pitched that really shoulda just been something on the side
Spiney: like shouts in Skyrim
Spiney: big fanfare
Spiney: boring as a turd on the side of the road
Simon: thats a different kind of simplicity though, that's more focusing on a game-play mechanic that is... well... just there.
Simon: By simplicity i mean
Simon: stripped down
Spiney: shoosh
Simon: no flashy graphics
Spiney: Im talking about something different here
Spiney: stop typing and let me finsh
Spiney: okay
Spiney: what I mean is
Spiney: they pitch this big grandure features
Spiney: when in the long run, they become repetitive and stale
Spiney: which is the problem, they sell it to you, and then you get overly disappointed when it fails
Spiney: Example, Shouts in skyrim
Simon: Right, the shouts are just another 'module' to magic. the main focus is connecting it with storyline, the story had to be driven somehow, and it needed some connection to the player, but they didn't want it to break the gameplay balance, hence it being 'stale', its just like anything else you have.
Spiney: well yeah
Spiney: but theyre like
Spiney: YOU CAN PUSH PEOPLE
Spiney: and when you play it
Spiney: its like "Well yeah, what else?"
Spiney: so you get disappointed
Simon: Too much in skyrim was implemented badly, it just seems like random "Blobs" of mechanics hastily stitched and padded together.
Spiney: yep
Spiney: and let me draw your attention to a different game
Spiney: Beyond Good and Evil
Simon: Don't think ive played that, but go on :3
Spiney: now on the cover it tells you about taking photos to upsurp a dictatorship
Spiney: which is a novel mechanic, taking photos
Spiney: though when you get into the game, you also find out you can take photos of animals for money
Spiney: so you're like "Well that's cool and novel."
Spiney: and carry it out throughout the game
Spiney: then you also get a hovercraft
Spiney: and then eventually a spaceship
Spiney: none of it overly pitched to you, just there
Spiney: and you enjoy them as they come
Simon: <i wrote about 3-4 paragraphs here, but i am tired and i decided to delete them, hahaha oh boy.>
Spiney: Tee hee, summary?
Simon: Skyrim sucks.
Spiney: my point exactly
Spiney: and part of it was in the presentation
Spiney: man, Im getting the hang of games design :P
Simon: The whole thing where you do a speciall kill on someone
Simon: and it goes slowmo
Simon: cinematic
Spiney: laaaaaaaaaaaaaaame
Simon: they did even that wrong
Spiney: theres no skill to it
Simon: it was spammed to hell, and while the first one may have made you special, after you realise its just something that happens during normal attacks, and it happens every 2nd-5th hostile...
Spiney: last hostile in groups
Spiney: which is why when you face one guy, you almost always do a finisher on them
Simon: OH
Simon: and there is a shields perk
Simon: that makes power attacks go in slowmo
Simon: so you can block them
Simon: totally breaks any immersion
Spiney: ES games have a habit of doing that
Spiney: just wait till the CS comes out
Spiney: FINISHER REMOVER MOD
Spiney: MOD THAT BALANCES SMITHING
Simon: lemme just
Spiney: MOD THAT FIXES DRAGONS
Simon: draw up a map of skyrim, how it was made.
Spiney: knock yourself out
Spiney: and not a comment about my spelling
Simon: so what are the main features of skyrim then? its all built up on a open world, focuses being on the storyline taking you through a small part of that world, the storyline being connected to you by a special power(set).
Spiney: and everything else is for you to discover
Simon: on one side you have combat, that is split into two sections, Melee and Ranged. both melee and range themselves have subsections, defensive (shields, wards etc) and offensive (swords, bows, magic, axes) and they are all relatively the same in effect and function.
Spiney: though ones more powerful than the other, making the other useless
Simon: The other side you have the economy, which is stuff like drops in dungeons, vendors, and your personal skills, which is tied into combat by letting you make enhancements or potions to amplify your skills
Spiney: though all that is redundant if you just spam smithing
Simon: Again, they are all relatively the same mechanic - you get a trade skill, it can be used to make combat easier and make money. only each having their own effectiveness over the others, and differing 'lore' and 'roleplay' value
Spiney: mhm
Simon: and I have no idea where i was going with this
Spiney: I think you're going off on a tangent with no cause
Simon: i was drawing a map, right x3
Spiney: do that then
Simon: in writing :p
Spiney: well write in up in word or something
Simon: cant be assed, im over it now x3
Spiney: hehe
Spiney: I think it was: 'HEY THIS LOOKS COOL."
Spiney: "LETS ADD THAT, NEVER MIND THAT ITS UNBALANCED."
Simon: things were fluffed out more than they were integrated with the games other mechanics.
Spiney: instead of a cohesive mesh of functionality
Spiney: you have a padded... thing
Simon: blobs.
Spiney: like a comtepory artist took a [&@%!] and called it art
Spiney: contemporary*
Simon: blobs of cotton threaded together, rather than a well made and designed blanket.
Spiney: like someone patched together fabric and called it a quilt
Spiney: when in fact its just scrap
Spiney: wee, analogies
Simon: then added a little arrow to the knee and fus ro dah
Spiney: which got boring easily
Simon: maybe fus ro dah was just made (as with the whole shouting system) when one of the developers sneezed?
Spiney: a sneeze in the code?
Spiney: goddam it c work
Simon: no i mean
Simon: he sneezed and it sounded like "fus ro dah", and they thought itd be funny if they made that into a game mechanic.
Spiney: that would be the worst game mechanic put in for fun
Simon: i find that idea rather hilarious though, would explain why it is so shoddy :p
Spiney: mhm
Spiney: I think we summed it up
Spiney: skyrim is pretty poor from a designers perspective
Spiney: fun at first
Spiney: but needed like another year put into it
Simon: gets dry fast.
In short, we think Skyrim in the sense of how it's features were implemented and integrated with other features was done extremely poorly. There's little or no overall finesse in how the game pans out. There's all too many exploits, and features that don't add much to game play overall (granted some are used in the story, but only a tad). It's a clunky mess overall. Yes it may be fun to all you who are already planning how to rebuke me. But it the sense of if you story boarded all it's features, a designer would stand back and say "yuck."
I don't have opinions on how they should fix it, they shoulda just spent another year or so on it instead of rushing it out.
Any who, reply time peoples.













