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Author Topic: Watch Dogs, Ubisoft new IP  (Read 65369 times)

Mictlantecuhtli

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Re: Watch Dogs, Ubisoft new IP
« Reply #120 on: June 07, 2012, 01:04:26 am »

Spore still sucks.
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Leatra

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Re: Watch Dogs, Ubisoft new IP
« Reply #121 on: June 07, 2012, 01:04:32 am »

Did you forget about Spore?  The 2005 Demo is half of what killed Spore.  It wasn't a great game on its own, but if we hadn't seen that original demo we would've just been "Eh, lot of missed potential here."

Instead people went to fucking war over that game.

Oh man, that's right. I forgot that because, believe it or not, I loved Spore. I was away from computers for a long time. When I first heard about it game was already released for like months. I didn't do much searching before buying but I was expecting it to be "eh, pretty good" but then it went beyond my exceptions and I really liked it. I played it for weeks, stopped playing it for a year and started playing it for a long time again.

I can tell from my experience that overhyping can make your game sell a lot, but it will also make your game less likely to get a sequel.

As the guy who likes Spore, I really didn't understand what was the hate about until I realized the overhype before the release.
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scriver

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Re: Watch Dogs, Ubisoft new IP
« Reply #122 on: June 07, 2012, 01:27:37 am »

Honestly, I'm not all that bothered by the idea of scripting.  They've already said it's open world and if it's open world there'll probably be plenty of unscripted content for us to play around with, if they want tighter rails on the story it's no big deal.

I think we bay12ers have been a bit spoiled by Dwarf Fortress.  I've multiple times heard words like "linear" used as pejoratives, as if a game must be freeform or it's bad.

Well, firstly, if people like free form games of course they're going to think linear ones are bad.

Secondly, it depends a lot on what kind of game it is. If this is supposed to be an open world game it's going to need nonlinearity to be good. Otherwise, what is the point of making it open world? At the least I hope for several different ways to deal with a situation rather than, for example, always having to cause a cross way crash like in the videos.
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ScriptWolf

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Re: Watch Dogs, Ubisoft new IP
« Reply #123 on: June 07, 2012, 02:02:41 am »

this game looks great, i have been waiting for a hacking style esc game and it looks quite well planned and thought, hey i dont care if its "Scripted" ofcourse the first ever demo they show is going to be sort of scripted to give a good show of how stuff is going to play.

i hope the hacking mechanics are alot more in depth really hoping for alot of stuff to do and play around with i hope its not a shallow pool sort of mechanic where you can do some neat tricks but nothing really cool or deep.


Anyways just found this on PC gamer apparently in the 10 minuet demo the other "Agent" the PC saw in the building and started talking to was another Player!.....
http://www.pcgamer.com/2012/06/06/watch-dogss-second-character-was-another-player-online-is-in-the-dna-of-watchdogs/
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Graknorke

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Re: Watch Dogs, Ubisoft new IP
« Reply #124 on: June 07, 2012, 03:48:53 am »

Eeeh, I'm wary about getting hyped over this, and some of the missions seem a bit arbitrary, like finding the woman who's JUST had a close-zoom of her face, and is wearing the only shiny white outfit in the house. As well as that, some of the AI behaviours seem strange, like the guards wanting to attack on sight when they're only meant to keep the guy inside the building.
Plus, the crying civilian thing is obviously something that'll just be there for karma points. Every time someone in a car dies, the other occupant will start blubbering over it and you'll be prompted to get them out of the car. Seems like it's trying to have mostly emergent gameplay but those NPC interactions look like they need work, for example, more varied behaviours or better reaction to those around them (With the phone jamming scene, for example, some might have watched others while some complained to everyone else about what's going on.).
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dennislp3

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Re: Watch Dogs, Ubisoft new IP
« Reply #125 on: June 07, 2012, 04:11:22 am »

Its not even close to release...I think you are being nitpicky about a tech demo essentially lol.
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Graknorke

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Re: Watch Dogs, Ubisoft new IP
« Reply #126 on: June 07, 2012, 04:34:16 am »

I dunno, they seemed to have made it up to at least LOOK LIKE a release version.
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fenrif

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Re: Watch Dogs, Ubisoft new IP
« Reply #127 on: June 07, 2012, 07:37:31 am »

I dunno, they seemed to have made it up to at least LOOK LIKE a release version.

Yeah, as I said before, it's pretty obviously presented as representative gameplay footage and not just a tech demo.
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Draco18s

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Re: Watch Dogs, Ubisoft new IP
« Reply #128 on: June 07, 2012, 07:47:48 am »

I dunno, they seemed to have made it up to at least LOOK LIKE a release version.

Yeah, as I said before, it's pretty obviously presented as representative gameplay footage and not just a tech demo.

That's what I'm worried about.  They're showing A, talking about B, and promising C.

A is good, B is good, and C is good, but getting A when you wanted B or C is just a letdown.
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olemars

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Re: Watch Dogs, Ubisoft new IP
« Reply #129 on: June 07, 2012, 08:21:31 am »

Read some stuffs.

Quote
RPS: The demo opened at a very methodical, atypical (at least, for games) pace, but ended with slow-mo shooting and cyberpunks dying very real deaths. So, is this an action game, or a game about hacking that just so happens to contain brief, powerful moments of action?

Dominic Guay: It’s definitely going to be an action-adventure game at the heart of things. Every player is going to play differently. It’s an open world, and every mission objective has different ways of pulling it off. You saw how he got into the [art show] center by doing something very subtle – hacking the system. He could’ve also stealthed in through a back door or barged in through the front. So some players may want to play very violently, and some others might want subtlety and control. Obviously, we’re going to give you options to use all of those things, and you as the player – depending on your type of approach – are going to be able to mix that up.

RPS: Is that, in some ways, to your disadvantage, though? I feel like the hacking mechanic – given proper attention and nourishment – could stand alone and really evolve into something special.

Dominic Guay: Well, the reality of things is that we want to give the player a lot of power. So we want Pearce’s actions to have impact. As you saw in the demo, you start a firefight in the middle of downtown – you hack a traffic light to make everyone crash – there’s collateral damage. A woman got killed. And then we choose to save a bystander there amidst the collateral damage. Do I want to do those things? Do I want to create those collateral damages?

Or maybe I could have taken a different approach. Maybe I could’ve followed the guy to the park and then taken him out much more subtly than just starting a firefight. So I think letting players express their freedom – and not just through violence, though he’s definitely capable of it – and mixing it up with his ability for control, that’s the sweet spot. I mean, he hacked a traffic light but ended up in a firefight. That’s the sweet spot we’re aiming for.
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Draco18s

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Re: Watch Dogs, Ubisoft new IP
« Reply #130 on: June 07, 2012, 09:08:46 am »

Read some stuffs.

Quote
RPS: The demo opened at a very methodical, atypical (at least, for games) pace, but ended with slow-mo shooting and cyberpunks dying very real deaths. So, is this an action game, or a game about hacking that just so happens to contain brief, powerful moments of action?

Dominic Guay: It’s definitely going to be an action-adventure game at the heart of things. Every player is going to play differently. It’s an open world, and every mission objective has different ways of pulling it off. You saw how he got into the [art show] center by doing something very subtle – hacking the system. He could’ve also stealthed in through a back door or barged in through the front. So some players may want to play very violently, and some others might want subtlety and control. Obviously, we’re going to give you options to use all of those things, and you as the player – depending on your type of approach – are going to be able to mix that up.

RPS: Is that, in some ways, to your disadvantage, though? I feel like the hacking mechanic – given proper attention and nourishment – could stand alone and really evolve into something special.

Dominic Guay: Well, the reality of things is that we want to give the player a lot of power. So we want Pearce’s actions to have impact. As you saw in the demo, you start a firefight in the middle of downtown – you hack a traffic light to make everyone crash – there’s collateral damage. A woman got killed. And then we choose to save a bystander there amidst the collateral damage. Do I want to do those things? Do I want to create those collateral damages?

Or maybe I could have taken a different approach. Maybe I could’ve followed the guy to the park and then taken him out much more subtly than just starting a firefight. So I think letting players express their freedom – and not just through violence, though he’s definitely capable of it – and mixing it up with his ability for control, that’s the sweet spot. I mean, he hacked a traffic light but ended up in a firefight. That’s the sweet spot we’re aiming for.

That's what I mean by "talking about B and promising C."

All we know for certain is A.

A: Causing a scene, killing some people, saving another dude.
B: This stuff can happen, but it could be different.  Could be totally stealthy.
C: Mixing it up and letting the player have control and deciding which option to go with.

Anyone remember Dungeons and Dragons Online?  Every mission was supposed to have multiple paths of completion: disabling traps, killing monsters, sneaking around.

Guess what.  In the higher level content, most traps cannot be disarmed.  There's one quest (I don't know the name and can't locate it) that takes place inside a dream.  If you fall off the edge and into the void, everyone loses the quest and has to start over (compared to low level content where if one person dies, everyone else can keep fighting).  The traps?  The undisarmable traps?

They push you.

Off the edge.

There's one route that will let you complete the quest.  One method.  Not even a party of rogues can complete this quest, because even they can't dodge the traps any better than anyone else.

THAT is what I fear about this game.  So much is promised, and so far nothing like it has been delivered, by any company, producing any game, ever.
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dogstile

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Re: Watch Dogs, Ubisoft new IP
« Reply #131 on: June 07, 2012, 10:51:49 am »

You know, if this just turns out to be GTA with hacking, i'm ok with that too.
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Mictlantecuhtli

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Re: Watch Dogs, Ubisoft new IP
« Reply #132 on: June 07, 2012, 11:47:55 am »

Read some stuffs.

Quote
RPS: The demo opened at a very methodical, atypical (at least, for games) pace, but ended with slow-mo shooting and cyberpunks dying very real deaths. So, is this an action game, or a game about hacking that just so happens to contain brief, powerful moments of action?

Dominic Guay: It’s definitely going to be an action-adventure game at the heart of things. Every player is going to play differently. It’s an open world, and every mission objective has different ways of pulling it off. You saw how he got into the [art show] center by doing something very subtle – hacking the system. He could’ve also stealthed in through a back door or barged in through the front. So some players may want to play very violently, and some others might want subtlety and control. Obviously, we’re going to give you options to use all of those things, and you as the player – depending on your type of approach – are going to be able to mix that up.

If the player walked into the building guns-a-blazing, would the same cutscene still have happened, then? He likes to talk alot about things I know aren't really implemented or shown in any way.
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Draco18s

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Re: Watch Dogs, Ubisoft new IP
« Reply #133 on: June 07, 2012, 12:35:30 pm »

If the player walked into the building guns-a-blazing, would the same cutscene still have happened, then? He likes to talk alot about things I know aren't really implemented or shown in any way.

Precisely.  We see A, he talks about B and C, but has nothing to show that B and C are possible.  It's even really really easy, it's called "save, do A, load, do B, load, do C" and let us see the differences.  But they won't do it, because it's not implemented, they don't really plan to implement it, they just like to talk.
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Lectorog

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Re: Watch Dogs, Ubisoft new IP
« Reply #134 on: June 07, 2012, 01:12:31 pm »

So I heard about this game called Deus Ex...
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