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|#14 - And letters that yell in your face, they're always fun.||07/18/2014 on noooo||+6|
|#46 - Gratla med dagen, folkens!||05/17/2014 on Norway Compilation||+1|
|#41 - Thank you, ser!||03/31/2014 on N-Word||0|
|#38 - Sauce, please? That ****** too good to not be see… [+] (2 new replies)||03/31/2014 on N-Word||0|
|#141 - Yes, there's nothing wrong with explaining the game's features…||03/12/2014 on Scumbag gamer||+1|
|#118 - Dude, you're not seeing what Dwarf is talking about. … [+] (3 new replies)||03/12/2014 on Scumbag gamer||+1|
#141 - gvaggs (03/12/2014) [-]
Yes, there's nothing wrong with explaining the game's features if the game's complex, but like I said in my previous post, when that happens, you still learn it by playing it, by doing it. Not by cutscenes. Take freaking Dark Souls as an example. As you get started with the game, you will quickly find signs on the ground you can choose to read. These earlier signs showcase one of the game's features while having a chance to try that feature out ready for you nearby. That way you get to do as you learn it. At the same time it's possible to learn everything beforehand, by hitting buttons. This is even better, because then you learn i subconsciously. At the same time, as you progress through the starting area, you learn pretty much everything the game has to offer by experiencing it. F.ex; the orange signs on the ground are "hints", you can choose to read them, but you don't have to.
None of the gameplay-explanations are done by cutscenes, but shown through experiencing it in the game itself. Cutscenes only purpose in this game is to introduce the bosses, and has no effect on the game itself.
The same goes for games like Devil May Cry, The Metal Gear-Series, Batman: Arkham X, Megaman X, Wonderful 101, Veiwtiful Joe, God of War, Dragon's Dogma, Yakuza, Portal, and the list goes on. They all show their stuff by simply having you do it. There exist promts here and there that will introduce the feature when it is it's time to shine, but the rest is all up to you.
#135 - leonhardt (03/12/2014) [-]
Again, not really. there is ample room in any game to give a player a new ability or weapon to work with, and have plenty of time to use it, get accustomed to it, and finally integrate it into their game play.
This can be accomplished through good level design.
I.e. Steely Dan gets the Psionic Blast power from the Secret Lab mission. In the room where he gets it, there's plenty of "ammo" so he can fire it off a few times, blasting environmental objects around to get a feel for its power, recharge time, etc. Afterwards, advancing through the stage, he faces some enemies in a narrow corridor with crates and such that he can use with his new Power. After clearing that hallway, he is put in a large warehouse setting with more room to maneuver, but more difficult to hit targets. The player would use the knowledge they gained from initially playing with the ability, and from using it in the controlled environment, to utilize it in a more chaotic situation in tandem with his other abilities.
|#6 - Well, you're gonna like the episode that came out today, then...||02/13/2014 on Monies||0|
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