(12-13-2012, 09:33 AM)MyRedNeptune Wrote: (12-13-2012, 08:50 AM)Deep One Wrote: Quote:
You often say that A Machine for Pigs is thechineseroom take on the world of Amnesia. What are the most significant differences in gameplay mechanics between the two games?
I'd say it is a bit more streamlined. There will be no inventory for instance, which makes the puzzles handled a bit differently.
That's cool.
That's terrifying, actually.
They're taking away our safe zones! Everyone, panic!
It's got nothing to do with safety, in fact making the inventories realtime would be far scarier than removing them. I find it terrifying for another reason altogether: I don't like all this extreme simplification. I thought Penumbra's interface was perfect apart from the collectibles which I don't care for. The emphasis should of course always be on story, but we are playing a
game here, and I want to at least be able to do what I feel my character should do.
If you ask me, Frictional should rethink their priorities. I've got nothing against removing superfluous and unnecessary elements (there are many examples of good games with simple game mechanics) but I think removing the inventory system from an adventure game is a bit like removing the guns from an FPS. I find this evolution to be worrying to be honest, compounded by the fact that I remember Thomas saying he wanted to remove puzzles altogether.
There is a very fine line between simplicity and insipidity and I think they are crossing it.
(12-13-2012, 09:33 AM)MyRedNeptune Wrote: (12-13-2012, 08:50 AM)Deep One Wrote: Quote:
You often say that A Machine for Pigs is thechineseroom take on the world of Amnesia. What are the most significant differences in gameplay mechanics between the two games?
I'd say it is a bit more streamlined. There will be no inventory for instance, which makes the puzzles handled a bit differently.
That's cool.
That's terrifying, actually.
They're taking away our safe zones! Everyone, panic!
It's got nothing to do with safety, in fact making the inventories realtime would be far scarier than removing them. I find it terrifying for another reason altogether: I don't like all this extreme simplification. I thought Penumbra's interface was perfect apart from the collectibles which I don't care for. The emphasis should of course always be on story, but we are playing a
game here, and I want to at least be able to do what I feel my character should do.
If you ask me, Frictional should rethink their priorities. I've got nothing against removing superfluous and unnecessary elements (there are many examples of good games with simple game mechanics) but I think removing the inventory system from an adventure game is a bit like removing the guns from an FPS. I find this evolution to be worrying to be honest, compounded by the fact that I remember Thomas saying he wanted to remove puzzles altogether.
There is a very fine line between simplicity and insipidity and I think they are crossing it.
(12-13-2012, 09:33 AM)MyRedNeptune Wrote: That's terrifying, actually.
They're taking away our safe zones! Everyone, panic!
It's got nothing to do with safety, in fact making the inventories realtime would be far scarier than removing them. I find it terrifying for another reason altogether: I don't like all this extreme simplification. I thought Penumbra's interface was perfect apart from the collectibles which I don't care for. The emphasis should of course always be on story, but we are playing a game here, and I want to at least be able to do what I feel my character should do.
If you ask me, Frictional should rethink their priorities. I've got nothing against removing superfluous and unnecessary elements (there are many examples of good games with simple game mechanics) but I think removing the inventory system from an adventure game is a bit like removing the guns from an FPS. I find this evolution to be worrying to be honest, compounded by the fact that I remember Thomas saying he wanted to remove puzzles altogether.
There is a very fine line between simplicity and insipidity and I think they are crossing it.
It's got nothing to do with safety, in fact making the inventories realtime would be far scarier than removing them. I find it terrifying
for another reason altogether: I don't like all this extreme
simplification. I thought Penumbra's interface was perfect apart from
the collectibles which I don't care for. The emphasis should of course
always be on story, but we are playing a
game here, and I want to at least be able to do what I feel my character should do.
If
you ask me, Frictional should rethink their priorities. I've got
nothing against removing superfluous and unnecessary elements (there are
many examples of good games with simple game mechanics) but I think
removing the inventory system from an adventure game is a bit like
removing the guns from an FPS. I find this evolution to be worrying to
be honest, compounded by the fact that I remember Thomas saying he
wanted to remove puzzles altogether.
There is a very fine line between simplicity and insipidity and I think they are crossing it.
testing