Sujet : Re: Gamplay "mechanics" you don't like?
De : zaghadka (at) *nospam* hotmail.com (Zaghadka)
Groupes : comp.sys.ibm.pc.games.actionDate : 21. Dec 2024, 19:18:44
Autres entêtes
Organisation : E. Nygma & Sons, LLC
Message-ID : <6c1emjdkria746q6t2mfdp6kdg1vgrr1lt@4ax.com>
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On Sat, 21 Dec 2024 12:24:22 -0500, in comp.sys.ibm.pc.games.action, Mike
S. wrote:
On Sat, 21 Dec 2024 17:17:44 -0000 (UTC), "Mark P. Nelson"
<markpnelson@sbcglobal.net> wrote:
>
Right with you there. I have loathed escort quests ever since the first Wing Commander
game (1990).
>
mpn.
>
I remember one mission I could not do in Wing Commander because the
damn guy I needed to protect from the Kilrathi kept dying. I thought
that was the second game though but after reading your post I am now
wondering if it was the first game and I am thinking of the exact same
mission you are.
Since we've opened up space sims, I'll add one more: Closing distance.
There's a mission in Rogue Leader (GC) where you spend like 10-15 minutes
closing, then it turns into a furball. Fail? Another 15 minutes drifting
through space, another furball, probably fail; another 15 minutes. Rinse.
Repeat.
Why would anyone design a mission this way? It isn't even a "mechanic,"
it's just aggravating level design. It is realistic, I'll give them that.
-- ZagThis is csipg.rpg - reality is off topic. ...G. Quinn ('08)