http://www.gamasutra.com/view/news/3312 ... Sequel.php
Not many details yet (gotta wait for E3 apparently), but it looks like Telltale is going to be bringing King Graham back into the spotlight
![Smile :)](./images/smilies/icon_smile.gif)
Here's hoping it's better than Mask of Eternity ...
Moderator: ScummVM Team
I don't mind dying. It's the endless "screw the user" deaths that have no place in a game. I make one fatal mistake when moving with the keyboard in KQ4 and I fall off the cliff. It's ridiculous. How am I supposed to see where the edge of the cliff is with all those small pixels? I'd imagine it's even more likely in the AGI version of the game.MusicallyInspired wrote:And I like the possibility of getting stuck and dying.
No, a dead end is never the user's fault. Not being able to get in a bad state is not the user's fault. Either kill the player off or don't let them get stuck.MusicallyInspired wrote:To me, a dead end is your own fault. True, there are few instances when it's not really obvious that you missed something and saving in that state is a bad thing, but I like the idea of being thrown into a dangerous world where anything can happen and you have only your wits to get you through it. I like the game not holding your hand through it all. Makes you think harder.
That's obviously what you meant right? I say this beause the rest of your post makes it clear that this is how you rationalize it.MusicallyInspired wrote:To me, a dead end is my own fault.
I just don't share your or others' opinions that the games don't offer enough hints as to why you're stuck. I will admit there are some unwinnable scenarios that weren't intentional, but not all of them. And the ones that are intentional usually end in death and with that comes a death message with a hint as to what you're missing.clone2727 wrote:No, a dead end is never the user's fault. Not being able to get in a bad state is not the user's fault. Either kill the player off or don't let them get stuck.
Again, my question: How do you notify that the player is stuck? For if they are not notified nor killed off, the user has no idea what they are doing in the game any longer.
It's the most simplest form of poor game design: getting into an unwinnable situation.
Yeah, that's what I meant. Perhaps I should have said it that way to not sound so accusatory or snotty.tbaher wrote:That's obviously what you meant right? I say this beause the rest of your post makes it clear that this is how you rationalize it.MusicallyInspired wrote:To me, a dead end is my own fault.