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But this is not what it seems. The title did get your attention and you’re here now. So read on.
What I just did was an example, to start of the topic. The real topic is about one quite important aspect. Trickery.
We see it everywhere; someone hiding from another person, diverting someone’s attention, sometimes even making a trap, maybe to trip someone up or the good old ‘Balance a chair on a slightly open door until someone walks and gets knocked out cold.’ It’s what makes life, well, life. An especially good way to trick to someone is to dress up a broom in your clothes and a hat and make it lean against a door. Then when someone’s opens it they think it’s you and you can jump out from behind them. But that doesn’t matter yet.
What does matter is that gamers are demanding more and more realistic games, although most games fans see it as an opportunity to do things you normally can’t do, the more casual gamers, and many developers, prefer to go for more realism in a game. This is another way to do things that you normally can’t, but instead of doing something you’ll never have a chance of doing like flying, realism offers you a chance of playing a different role in life, like becoming a secret agent or spy for the government. Especially when you’re young, this is someone that you find exciting and fun.
But the way to make things especially realistic, to add that special ‘something’ to a game, is to use trickery. What really makes a game isn’t the graphics, the style of play or the level design, the only thing that makes a game truly unique, are the little things. But imagine the vast amount of options you’d have if trickery were properly put into games. What would be truly thrilling is if a whole game was based on trickery, everything you had to do had to go un-noticed. Something like that really would be amazing.
Just imagine it. You have to gain entry to a house; there’s a blind corner, a tree near you and you’re wearing a hat. What do you do? You snap a branch of the tree as quietly as possible, then you put your hat on the end of it. You put it around the corner. No voices, no gunshots. So the coast is clear. You get to the main door. You hide behind a tree so the guards near the door don’t see you. There’s no way to get past them. So you pick up a rock and throw at the other side of the fence. It makes a huge noise as the rock hits the metal sheet. The guards go to investigate and you slip into the house without anybody knowing. How amazing would that be?
But even better would be if there were a few options each time. Instead of putting your hat on the stick you could climb the tree and see if anyone’s there. Then use the rock technique if there is. There are so many possibilities to fit into just one game.
There’s certainly a place for trickery. Spy games.
Thanks for reading
RiCkOsS (If that’s my real name)
Good post, there are so many possibilities, so little space.
Give it 5-7 years, and you'll be able to knit your own hat to put on the end of that branch.
Maybe :o)
> Let's just hope some developer bloke is reading (heh,
> very big chance :-D)
*
Well if your trickery idea and Vast Luckystar's "Wanderer & His Shadow" game idea (posted in Prime a week or so ago) were actually made, they'd be two very original games, so maybe some developer bloke should visit these forums and take notes.
I mean, how many games due for release in the coming months will be as original as these two ideas? I can't see into the future, but I suspect not very many.
It would just be nice to see a lot of different things go into one game, and as far as it goes, not many games have used trickery for progression. Let's just hope some developer bloke is reading (heh, very big chance :-D)
Grr, stupid spammer.
*Reads post*
Good one. Trickery isn't used enough in games. Some of the ideas you suggested would be very useful in games like Conflict: Desert Storm.
Got you in here :-)
And there's nothing more fun than confusing AI simulants either.
I wonder whether the title will put people off reading this topic?
More likely you'll get an angry swarm of "we've already got a WLT! We don't need another one you SPAMMER!"!
:-D
But this is not what it seems. The title did get your attention and you’re here now. So read on.
What I just did was an example, to start of the topic. The real topic is about one quite important aspect. Trickery.
We see it everywhere; someone hiding from another person, diverting someone’s attention, sometimes even making a trap, maybe to trip someone up or the good old ‘Balance a chair on a slightly open door until someone walks and gets knocked out cold.’ It’s what makes life, well, life. An especially good way to trick to someone is to dress up a broom in your clothes and a hat and make it lean against a door. Then when someone’s opens it they think it’s you and you can jump out from behind them. But that doesn’t matter yet.
What does matter is that gamers are demanding more and more realistic games, although most games fans see it as an opportunity to do things you normally can’t do, the more casual gamers, and many developers, prefer to go for more realism in a game. This is another way to do things that you normally can’t, but instead of doing something you’ll never have a chance of doing like flying, realism offers you a chance of playing a different role in life, like becoming a secret agent or spy for the government. Especially when you’re young, this is someone that you find exciting and fun.
But the way to make things especially realistic, to add that special ‘something’ to a game, is to use trickery. What really makes a game isn’t the graphics, the style of play or the level design, the only thing that makes a game truly unique, are the little things. But imagine the vast amount of options you’d have if trickery were properly put into games. What would be truly thrilling is if a whole game was based on trickery, everything you had to do had to go un-noticed. Something like that really would be amazing.
Just imagine it. You have to gain entry to a house; there’s a blind corner, a tree near you and you’re wearing a hat. What do you do? You snap a branch of the tree as quietly as possible, then you put your hat on the end of it. You put it around the corner. No voices, no gunshots. So the coast is clear. You get to the main door. You hide behind a tree so the guards near the door don’t see you. There’s no way to get past them. So you pick up a rock and throw at the other side of the fence. It makes a huge noise as the rock hits the metal sheet. The guards go to investigate and you slip into the house without anybody knowing. How amazing would that be?
But even better would be if there were a few options each time. Instead of putting your hat on the stick you could climb the tree and see if anyone’s there. Then use the rock technique if there is. There are so many possibilities to fit into just one game.
There’s certainly a place for trickery. Spy games.
Thanks for reading
RiCkOsS (If that’s my real name)