Deus Ex: Human Revolution - Vote on How You Want Highlighting

Stop screwing around and give us an Editor, we'll show you exactly how we want it!
 
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Oct 18, 2006
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Seems so. Guess we all want a fast and easy rush.
To bad i am not a "we".

In a cyberpunk game, highlighting doesn't have to have anything to do with "fast" or "easy". Or do you think, that in a fantasy game, magic is just there to make it "fast" and "easy"? Sorry, that's nonsense. It's there because it's a part of the world and a part that makes sense and offeres many nice possibilities. Of course, magic would make a gritty realistic spy game in a modern setting "easy" - or a tank a medieval combat simulation. But in the correct setting, it's just another part of the setting without making the game automatically more easy. These things only make games more easy if they are not part of the world, but if they are well designed, they enhance the feeling of the world without having any real influence on the difficulty.

And honestly, in a cyberpunk world, where one man can be pretty powerfull, it would be really cool if there were parts that ARE easy, for example kicking a low-life gang's ass, simply because being the cybered badass should have some advantages. Not every thing in a game has to be hard - some things are hard, even impossible, others aren't.
 
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No highlighting requires a design, the DA series is a perfect example of how tedious it is when it's not designed with care. If you have no way to identify selectable elements and 1 on 10 is selectable and you have no tricks to identify the selectable, then it's boring cursor seeking, no fun.

A last minute option like that means nothing just respect the fans whining but not for the sake of the gameplay.
 
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Oct 14, 2007
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No highlighting requires a design,

Yeah, that will definitely be an issue if the game was too tightly designed around it (aka you can move one crate but not the other, climb one ladder but not the other, etc), but there´s some chance it actually wasn´t - there was no highlighting in earlier builds, at least judging by this "leaked gameplay" vid.
 
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Maybe it was later deemed necessary in the name of "streamlining" after some playtesting? Let's hope that pixel hunting won't become an important gameplay element…
 
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Yeah, that will definitely be an issue if the game was too tightly designed around it (aka you can move one crate but not the other, climb one ladder but not the other, etc), but there´s some chance it actually wasn´t - there was no highlighting in earlier builds, at least judging by this "leaked gameplay" vid.

Totally right but it's not that easy in modern games requiring a lot of details to not look weird. The crate is a good example, make them all movable can push the player move plenty for nothing and you have generate a tedious gameplay, or at reverse design something interesting for the player behind each crate movable could be a huge challenge, or finally not make interesting crate movable but in few cases but the player will have no way to identify those cases. In all cases it's a real design challenge.

Another example are books, make some selectable and that means something for the player and it's not just junk into the inventory, ok, but stop use any book for decoration if you can't select them, that's a real challenge.
 
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