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Messages - toxicTom

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Game design / Re: Killing the main hero?
« on: June 30, 2004, 02:51:42 PM »
I also selected the GK-option, although it always depends on the game. A cartoonish/fairytale kind of game should most of the time have "immortal" heroes. But a dark, sinsister game should be able to kill the hero - danger is part (and the fun) of the story. The "sudden death" method is the least favourable for me. Although it could still make sense, if you make a game like "Zork - Grand Inquisitor" where dying in hundreds of different ways is lots of fun. But in that case the player should be aware of the risk and be motivated to save game accordingly (if you don't favor autosave).
Still, in a serious game, where killing the hero is no funny element, the player shouldn't be frustrated by unforeseen death of his character. There should be a warning, something that tells the player: "It's getting dangerous, better save now.". Or: "You've been poisoned (autosave). You have three "actions" before you die".

Software and games / Re: Deathgate
« on: June 28, 2004, 10:28:34 PM »
100% Ack.

Death Gate is the best adventure I've ever played. (I still have to try Timequest and Eric the Unready I got from a second hand shop.) The riddles are the most logical I ever encountered. I didn't have the urge to look into a walkthrough one time - because I always *knew* there is a solution right before me. I just would need to see it in my mind. Although the hardest riddle was the one with the dog and the antidote. I came upon the solution of this only after I found the right bottle by trial and error.

This is my first post  ;)

I'm Tom, 29 (soon 29b  ;D) and also invading this board from Germany, Leipzig, to be specific. I'm also a (freelance) programmer, off- and online, but mainly all the stuff for small CMS, web DBs and such. Also consultant for marketing issues concerning web media, mainly for small companies.

Top Three Adventures:

1. Death Gate
2. Grim Fandango
3. Loom

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