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2014/11/27 05:26:00
Subject: Re:Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
So yeah. I agree, I know there are complaints about it, I mean personally I like Thief 2 better, but that is mostly for its setting.
Plus I believe that the differences are quite abundant. I felt like that mark of the ninja was too reliant on points mattering to people. It should of been more severe in terms of stealth if found you should of had hell unloosed. Guards should carry grenades or shock grenades.
This message was edited 1 time. Last update was at 2014/11/27 06:09:09
From whom are unforgiven we bring the mercy of war.
2014/11/27 06:16:36
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
One part you can complain about is that it has so much stuff in it that a lot doesn't get a chance to really shine. There are several enemies and game-play mechanics that show up for one level or a tiny part of a level only to never show up again. Like the gasmask enemies that show up once and then drop off the face of the earth.
2014/11/27 06:22:42
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: One part you can complain about is that it has so much stuff in it that a lot doesn't get a chance to really shine. There are several enemies and game-play mechanics that show up for one level or a tiny part of a level only to never show up again. Like the gasmask enemies that show up once and then drop off the face of the earth.
Or the part where you have to use the chain jump movement.
Or the part where you have to fight the elite guards, or the dog bit. Or the miniboss bit.
Or the part where you have to use smoke bombs. Yeah I only used firecrackers because they were invaluable why use smokebombs if I could use a firecracker that does the same job?
Why did they have they only have one bit where we had an awesome puzzle section. (Where you face the duke finally?)
From whom are unforgiven we bring the mercy of war.
2014/11/27 06:35:06
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
Actually I like that mode. Its basically, everything harder and more realistic. I actually enjoyed it. Minus the fact that health was useless.
I dind't like it because of the LoS changes. It means you can only see a tiny fraction of the screen at a time. (Some times practically none.) It looks kind of bad on the visuals and it also reintroduces the element of guess and check.
2014/11/27 06:40:21
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
Actually I like that mode. Its basically, everything harder and more realistic. I actually enjoyed it. Minus the fact that health was useless.
I dind't like it because of the LoS changes. It means you can only see a tiny fraction of the screen at a time. (Some times practically none.) It looks kind of bad on the visuals and it also reintroduces the element of guess and check.
Use farsight then XD
Which invalidates it.
It is using all your skills.
I learned that using farsight in that mode was invaluable. You need it or you are fethed. Your vision is that of a guard and less guess and check. More or less you working on trying out your skills finding good vantage points and using the environment as best as you can.
This message was edited 1 time. Last update was at 2014/11/27 06:42:30
From whom are unforgiven we bring the mercy of war.
2754/02/21 09:20:00
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Asherian Command wrote: Or the part where you have to use smoke bombs. Yeah I only used firecrackers because they were invaluable why use smokebombs if I could use a firecracker that does the same job?
Laser.
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
What is that? Something from the DLC?
Finished the game without it.
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2014/11/27 15:05:00
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Asherian Command wrote: Or the part where you have to use smoke bombs. Yeah I only used firecrackers because they were invaluable why use smokebombs if I could use a firecracker that does the same job?
Laser.
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
What is that? Something from the DLC? Finished the game without it.
Press number 4 on the keyboard it allows you to look through walls and see traps.
I rarely died because it was really powerful.
I personally love the game. But there are a lot of problems, but thats because I nitpick everything and it is my field so it is my job.
The animation is beautiful but again I found some problems in the animation of the soldiers and animation of the ninja, small little problems in the models that I noticed.
This message was edited 2 times. Last update was at 2014/11/27 16:29:48
From whom are unforgiven we bring the mercy of war.
2014/11/27 16:48:13
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Asherian Command wrote: Or the part where you have to use smoke bombs. Yeah I only used firecrackers because they were invaluable why use smokebombs if I could use a firecracker that does the same job?
Laser.
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
What is that? Something from the DLC?
Finished the game without it.
Far sight was kind fo a useless ability. You have to use it once, but other then that I never used it.
Advance was harder, but harder in kind of a cheap way. The LoS stuff makes the game more busy, but not really harder. You have to make sure you look in very direction every few seconds or your going to be caught by something you didn't see and some times it just totally bugs out and you have zero visibility.
2014/11/27 16:55:39
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Asherian Command wrote: Or the part where you have to use smoke bombs. Yeah I only used firecrackers because they were invaluable why use smokebombs if I could use a firecracker that does the same job?
Laser.
nomotog wrote: Oh and lets not forget advance mode that is basically mark of the ninja if they took away the best part.
What is that? Something from the DLC?
Finished the game without it.
Far sight was kind fo a useless ability. You have to use it once, but other then that I never used it.
Advance was harder, but harder in kind of a cheap way. The LoS stuff makes the game more busy, but not really harder. You have to make sure you look in very direction every few seconds or your going to be caught by something you didn't see and some times it just totally bugs out and you have zero visibility.
Speaking of DLC, get it! You know the guy that gives you the tattoos yeah apparently he was a ninja when he was younger.
He was so badass that he could kick anyones ass.
From whom are unforgiven we bring the mercy of war.
2014/11/28 01:20:02
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: Far sight was kind fo a useless ability. You have to use it once, but other then that I never used it.
Oh, yeah, I remember. It is the thing that allows you to see which lever will open the door and which lever will just kill you, is that it?
"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1
2014/11/28 02:34:04
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
So I was wondering what do you want to talk about next.
Do you want to talk about Hearthstone, Guns of Icarus, Left 4 Dead 2, Diablo 3, The Last Dream, Outlast, One Finger Death Punch or Fear and its DLC. Or do you want me to talk about Master Reboot or Castle Crashers?
I am thinking about focusing on multiplayer and or systems for players or Player Customization or AI. I have no idea which to focus on to talk to you guys. I had it all planned out till November but we have gotten to the point where I really can't think about anything else until I finish up school
This message was edited 1 time. Last update was at 2014/11/30 00:57:46
From whom are unforgiven we bring the mercy of war.
2014/11/30 00:59:10
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
I actually wrote a speech on it and its discussion and conclusions about choice in games and how they are all illusions made for the player, and how every in a game is still techincally linear and structural narrative tropes.
From whom are unforgiven we bring the mercy of war.
2014/11/30 01:14:20
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
I've played it just a couple of times, and I'm already starting to recognize and categorize the different branching paths to the point that I can predict which end I'll get.
its ironic, that a game which satirizes the linearity of video games is itself linear.
This message was edited 1 time. Last update was at 2014/11/30 01:14:27
2014/11/30 01:16:34
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Shadow Captain Edithae wrote: I've played it just a couple of times, and I'm already starting to recognize and categorize the different branching paths to the point that I can predict which end I'll get.
its ironic, that a game which satirizes the linearity of video games is itself linear.
Thats kind of the point.
The Stanley Parable is purposefully written to be like that. The Writer is incredible. Everything in that game is built to be like it is. They almost thought of everything. Except for me editing its code. :p
I had to test. No luck, though the code makes me blush.
Tada!
This message was edited 1 time. Last update was at 2014/11/30 01:22:10
From whom are unforgiven we bring the mercy of war.
2014/11/30 01:23:12
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Shadow Captain Edithae wrote: Heh. haven't seen that one yet. I did manage to get the "You broke the game!" Ending though. Something about Narrative Contradiction.
Yes there is also the ART ending, where you press a button for four hours to try and stop the baby from going into a fire, and a puppy get dipped into acid.
From whom are unforgiven we bring the mercy of war.
2014/11/30 01:41:41
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Heh. I think I disobeyed and left during that. Only spent a min saving the baby then lost interest and let it burn. That prompted the narrator to throw a hissy fit.
2014/11/30 03:19:48
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
2014/11/30 03:36:57
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
Get the choice ending. You will retract that opinion XD
From whom are unforgiven we bring the mercy of war.
0001/11/08 04:04:28
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
Get the choice ending. You will retract that opinion XD
No I will not. I don't care how smart of clever the game is. It felt like I was being eaten by Shub-Niggurath. Just a unpleasant and unsettling experience.
2014/11/30 04:06:06
Subject: Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
nomotog wrote: I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
Get the choice ending. You will retract that opinion XD
No I will not. I don't care how smart of clever the game is. It felt like I was being eaten by Shub-Niggurath. Just a unpleasant and unsettling experience.
You are the only person I have ever heard say that.
nomotog wrote: I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
Get the choice ending. You will retract that opinion XD
No I will not. I don't care how smart of clever the game is. It felt like I was being eaten by Shub-Niggurath. Just a unpleasant and unsettling experience.
You are the only person I have ever heard say that.
This message was edited 1 time. Last update was at 2014/11/30 04:06:28
From whom are unforgiven we bring the mercy of war.
2014/11/30 05:46:39
Subject: Re:Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
I played the Stanley parable and it was the most annoying thing I ever played. It had it's cool moments but overall the experience was only of annoyance. The problem is that it does not touch the heart of people. It's a very emotionless game. I am very logical myself, but also very emotional, so it was easy for me to find the game annoying. What happened is that the Stanley Parable frustrated me. I felt like I was being taken into someone elses hallways, doors and plans, to deliver me an experience that didn't touch me. And worst of all I had absolutely not free will in the game, no way to change anything, no impact, no power, I accomplished nothing. People play games because of what they can do inside them and the Stanley Parable is very good at letting them know they can't do anything. Other things I didn't like were the narrator dialogue too much, and that 'Stanley' is repeated all the time by the narrator.
nomotog wrote: I hated Stanley Parable. I mean I get it was a smart little art game, but I just felt rotten after playing it. It was the confusion ending that made me quit and curl up in my bed and cry.
Get the choice ending. You will retract that opinion XD
No I will not. I don't care how smart of clever the game is. It felt like I was being eaten by Shub-Niggurath. Just a unpleasant and unsettling experience.
You are the only person I have ever heard say that.
Oh Kay? Is that a good thing or a bad thing?
2014/11/30 16:51:40
Subject: Re:Game Design Club: Mark of the Ninja (Gameplay and Mechanics)
Lotet wrote: I played the Stanley parable and it was the most annoying thing I ever played. It had it's cool moments but overall the experience was only of annoyance. The problem is that it does not touch the heart of people. It's a very emotionless game. I am very logical myself, but also very emotional, so it was easy for me to find the game annoying. What happened is that the Stanley Parable frustrated me. I felt like I was being taken into someone elses hallways, doors and plans, to deliver me an experience that didn't touch me. And worst of all I had absolutely not free will in the game, no way to change anything, no impact, no power, I accomplished nothing. People play games because of what they can do inside them and the Stanley Parable is very good at letting them know they can't do anything. Other things I didn't like were the narrator dialogue too much, and that 'Stanley' is repeated all the time by the narrator.