peckinpah1976
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RE: Amnesia: A Machine For Pigs Discussion
(10-24-2012, 11:53 AM)Hirnwirbel Wrote: Its a paradox in a way: The player has to be afraid of dieing, but as soon as he really dies, all tension is lost. Making the game more difficult for example will increase fear of death, but will also increase the number of player deaths, thus diminishing the overall experience as the player gets used to it. I disagree; the various sections of the game are distinct enough to be scary in their own right - if A:TDDhad 'ultimate' death like Justine, I'd be a mouldy corpse in the Cellar Archives and wouldn't have been back since. The re-spawning didn't lessen my enjoyment one bit, in fact it enhanced it; I was still on the edge of my seat collecting the various bits of the orb and assembling Agrippa's potion and I've replayed many times without getting bored or too great a loss of tension.
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10-26-2012, 01:25 PM |
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xxxxxxxxxxxxxxxx
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RE: Amnesia: A Machine For Pigs Discussion
I dunno. I liked the simplicity of the original idea. I'm thinking more of a game with no talking, no plot apart from the real war that serves as the setting, no goal or instructions, no monsters, no music, no puzzles. Just you, the silence and and the endless corpse-filled trenches. It has a nice interactive experience vibe to it... but then I'm incredibly artsy when it comes to games.
edit:
Quote: I disagree; the various sections of the game are distinct enough to be scary in their own right - if A:TDDhad 'ultimate' death like Justine, I'd be a mouldy corpse in the Cellar Archives and wouldn't have been back since. The re-spawning didn't lessen my enjoyment one bit, in fact it enhanced it; I was still on the edge of my seat collecting the various bits of the orb and assembling Agrippa's potion and I've replayed many times without getting bored or too great a loss of tension.
Well, lucky you then  No, seriously of course the effect varies from player to player. And in my opinion perma-death à la Justine is definitely a much, much worse solution than the quick respawn and only justifiable in an extremely short game.
Frictional chose that respawn so that the player would not be taken out of his flow and it was a wise decision indeed. All I'm saying is that this respawn is more of a workaround than a real solution to the general problem of player death breaking the feedback loop. It is critique on a very high level so to speak.
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10-26-2012, 01:26 PM |
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candlejack131
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RE: Amnesia: A Machine For Pigs Discussion
Why are people having so much trouble understanding that AMFP is an
entirely "new" game not dlc. It also should run on the HPL3 now right? i
was browsing there channel and found some videos on the new engine and
the old ones but in the HPL3 there should be animated grass and what
not.
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10-26-2012, 05:49 PM |
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Damascus Rose
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RE: Amnesia: A Machine For Pigs Discussion
(10-26-2012, 05:49 PM)candlejack131 Wrote: Why are people having so much trouble understanding that AMFP is an
entirely "new" game not dlc. It also should run on the HPL3 now right? no
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10-26-2012, 05:56 PM |
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maarten12100
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RE: Amnesia: A Machine For Pigs Discussion
(10-26-2012, 01:26 PM)Hirnwirbel Wrote: Quote: I disagree; the various sections of the game are distinct enough to be scary in their own right - if A:TDDhad 'ultimate' death like Justine, I'd be a mouldy corpse in the Cellar Archives and wouldn't have been back since. The re-spawning didn't lessen my enjoyment one bit, in fact it enhanced it; I was still on the edge of my seat collecting the various bits of the orb and assembling Agrippa's potion and I've replayed many times without getting bored or too great a loss of tension.
Well, lucky you then No, seriously of course the effect varies from player to player. And in my opinion perma-death à la Justine is definitely a much, much worse solution than the quick respawn and only justifiable in an extremely short game.
Frictional chose that respawn so that the player would not be taken out of his flow and it was a wise decision indeed. All I'm saying is that this respawn is more of a workaround than a real solution to the general problem of player death breaking the feedback loop. It is critique on a very high level so to speak. Agree, although I found it extremely lame in TDD the first time you enter the the prison block (the part where you also find the kitchen) the first time you walk up the stairs a grunt comes sprinting towards you out of the blue.
There is just no way to run or hide even retreating to the first room won't save you.
Thus you die and the grunt will be gone.
I think that once you encounter the grunt and get killed/die it should still roam around or respawn after some time.
It just makes it too easy to solve the puzzle and leave no tension while doing so.
Amnesia justine was just right as it would remain difficult and tension all the time because there was no way of evading the suitors.
Only lame part was the tunnels as I ran the all the way a couple of times and have never encountered it there.
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10-26-2012, 05:58 PM |
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Oink
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RE: Amnesia: A Machine For Pigs Discussion
Just noticed a tweet from somebody to Jessica Curry (jessicacurry2 - composer for thechineseroom/wife of Dan Pinchbeck) - somebody asked:
"The Amnesia communiy are still hoping for a new teaser/trailer for AAMFP this Halloween - saying sayin .. :-) Merry Pumpkins!"
and she answered:
"all I can say is that I've been very busy this week ;-)"
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10-26-2012, 06:18 PM |
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CorinthianMerchant
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RE: Amnesia: A Machine For Pigs Discussion
Quote: "all I can say is that I've been very busy this week;-)"
[video=youtube] http://youtu.be/VLnWf1sQkjY[/video]
Still hasn't gotten over the loss of wubwub...
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10-26-2012, 06:22 PM |
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Jack O'Lantern
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RE: Amnesia: A Machine For Pigs Discussion
Aweeesooomeeeeee...
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10-26-2012, 07:53 PM |
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Paddy™
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10-26-2012, 08:24 PM |
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Nice
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RE: Amnesia: A Machine For Pigs Discussion
i know its just stating the obvious but imma say it anyway, i hope they don't show TOO much
Sorry but we cannot change your avatar as the new avatar you specified is too big. The maximum dimensions are 80x80 (width x height)
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10-26-2012, 08:38 PM |
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