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Monday, September 4, 2017

Game developers explain their favorite ways to trick players

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Antifar 20 hours ago#1
BignutzisBack 20 hours ago#2
I f****** knew Doom was helping me out in some way, too many times was I on the brink of death where I suddenly went Chuck Norris after stumbling over my feet the past 5 minutes
Darmik 20 hours ago#3
HL1 - if facing more than two enemies, only two would actually attack. The rest would run to random locations and bark lies e.g. "flanking"


So many FPS games probably do crap like this lol
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Darmik
Antifar 20 hours ago#4
I should link the Twitter thread
https://twitter.com/Gaohmee/status/903510060197744640

Here's a particularly neat one: Not sure if it was mentioned, but the tutorial in Halo 2 asked player to look up. Their input determined whether y-axis would be inverted
kin to all that throbs
LinksLiege 20 hours ago#5
Like how Zelda ALBW will tell you to take a break when you've been playing for too long.

Good joke.
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Back_Stabbath 20 hours ago#6
In Gears, found out 90% of first time players don't play a second multiplayer match if they don't get a kill. That first game's important...

So we started you off with some major advantages (like additional damage bonuses) that tapered off with your first few kills.


damn. interesting read alright.
please help
littlebro07 20 hours ago#7
BignutzisBack posted...
I f****** knew Doom was helping me out in some way, too many times was I on the brink of death where I suddenly went Chuck Norris after stumbling over my feet the past 5 minutes


This
littlebro07 20 hours ago#8
Back_Stabbath posted...
In Gears, found out 90% of first time players don't play a second multiplayer match if they don't get a kill. That first game's important...

So we started you off with some major advantages (like additional damage bonuses) that tapered off with your first few kills.


damn. interesting read alright.


Oh s***, that's really cool.
King Rial 20 hours ago#9
Good read. Interesting stuff. Some of it we already suspected, but other things we never may have even thought of.
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For Dark Souls you just have to get gud
Antifar 20 hours ago#11
In Jak and Dexter the player would "for no reason" trip and fall to give enough time to load the next section off disc.
kin to all that throbs
ThyCorndog 20 hours ago#12
Antifar 16 hours ago#13
bump
kin to all that throbs
Antifar 4 hours ago#14
bump 2
kin to all that throbs
BoyOfBattle 4 hours ago#15
really interesting stuff. i played HL luftrausers etc a ton and never noticed those
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kirbymuncher  ignores me4 hours ago#16
some of these (like the jumping after falling off ledges in platformers) sort of infuriate me

let the player play the game, stop babying them with an invisible hand lol
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NeonOctopus 4 hours ago#17
I remember noticing in Saints Row 3 and 4 that the last 10% goes away WAAAAAAY slower than the rest of the bar >_>
The Deadpool 3 hours ago#18
PonyLivesMatter posted...
For Dark Souls you just have to get gud


You should read the whole thread...
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YonicBoom 3 hours ago#19
Article is screencaps of twitter messages

No thank you.
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Drpooplol 3 hours ago#20
Dark Souls 3 bosses follow a specific time signature along with the music for their attacks, the hardest boss in the game breaks this flow.


I knew it, I f***ing knew it.
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SGT_Conti 3 hours ago#21
YonicBoom posted...
Article is screencaps of twitter messages

No thank you.

0gT123C
Here, from the comments section. I don't have the link to the original Reddit thread that I assume this all took off from, though. Haven't clicked through the links in the article.
"I may not have gone where I intended to go, but I think I have ended up where I needed to be."
Pancake 3 hours ago#22
some of these (like the jumping after falling off ledges in platformers) sort of infuriate me

let the player play the game, stop babying them with an invisible hand lol


this mechanic was amazing in the dkc games.
Drpooplol 3 hours ago#23
Pancake posted...
some of these (like the jumping after falling off ledges in platformers) sort of infuriate me

let the player play the game, stop babying them with an invisible hand lol


this mechanic was amazing in the dkc games.

yeah the person who made that comment doesn't know what they're talking about.
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Banjo2553 3 hours ago#24
Drpooplol posted...
Pancake posted...
some of these (like the jumping after falling off ledges in platformers) sort of infuriate me

let the player play the game, stop babying them with an invisible hand lol


this mechanic was amazing in the dkc games.

yeah the person who made that comment doesn't know what they're talking about.

Besides without that mechanic we would have players going "I hit jump and it didn't work!"
kirbymuncher  ignores me2 hours ago#25
dkc sorta had it as a mechanic though iirc, couldn't you jump for quite a long time after falling off a ledge (especially if you rolled?)

I'm talking about games that give you a 1-2 frame window when they're otherwise pretty tight precision platformers. Sure it feels nice but if you're consistently relying on it maybe you should just learn how to time jumps

Banjo2553 posted...
Besides without that mechanic we would have players going "I hit jump and it didn't work!"


yeah, because they walked off the edge first. I hear people say stuff like that all the time ("I totally hit him!" "I was blocking, I swear!" "I definitely clicked that!") but that's just because they like to blame the game rather than themselves <_<
THIS IS WHAT I HATE A BOUT EVREY WEBSITE!! THERES SO MUCH PEOPLE READING AND POSTING STUIPED STUFF
(edited 2 hours ago)reportquote
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