Re: [gamedesign-l] Coward - the CRPG
- Brandon J. Van Every wrote:
> But do you steal loot in Splinter Cell? I suppose you could stealNo, no loot. You are fighting for your country, not a thief. Moral is safe.
> classified documents or something.
Missions consist in opening a safe, killing a target, protecting a man,
recording a distant conversation with a micro (funny one, when dogs are after
you), and so on. Worth it, if you forgive the linearity of the levels and the
story. Fortunately, the gameplay is rich enough and you can more or less create
your own play style.
You could also try Tenshu (1, 2 or 3, on ps1 and ps2), where you basically play
a ninja, hu, assassin. Or the game I'm working on, if it goes out one day :-\,
where you'll play a ninja, hu, assassin.
- --- In email@example.com, "Brandon J. Van Every"
> From: Rainer Deyke [mailto:rainerd@e...]note
> > To me, computer games often feel "more real" than books or
> > movies.
> > I agree that "realism" in computer games is the wrong
> > approach.
> I define "immersion." Before I give my definition, I just want to
> that I actually define it. I think most of the game industry takesthey
> "immersion" as an axiom that they don't have to think about, once
> utter that magic word. :-)immersed by
> I define "immersion" as psychological engagement to material. For
> instance, a good book is immersive. I've also been totally
> text MUDs, much moreso than any other gaming experience. Icertainly
> don't define it in terms of "realism,"No, I don't either. Realism does contribute to it, but only if it's
actually realistic. If it's /kinda/ realistic (like, say, MOH), but
not really, then there's no point.