I've got a question: What with Bethesda being the most recent (of many) devs/pubs to release a AAA game with [...]
I've got a question:
What with Bethesda being the most recent (of many) devs/pubs to release a AAA game with game-breaking glitches to be "patched out later", what is the process of quality testing? Do they test the whole game several times on every different platform it is to be released on? If not, why not?
Testing the whole game would be pretty much impossible, even just the once. Think of the amount of entities in [...]
Testing the whole game would be pretty much impossible, even just the once. Think of the amount of entities in a game like Skyrim. Then attempt to create every single possible interaction between every single entity. On every platform. In every circunstance.
It's just not possible. You want massive, deep and living games. You're going to have to put up with a glitch or two.
Japanese CDs have always been insanely expensive, over $30 back when the exchange rate was better for the dollar. It [...]
Japanese CDs have always been insanely expensive, over $30 back when the exchange rate was better for the dollar. It was cheaper to buy an import from the US or Europe than to buy a Japanese version of the same CD in Japan. That's why Japanese CDs usually have bonus songs. Console games come in a range of prices, too, instead of our standard $60. I have no idea why entertainment in Japan needs to be so expensive, though. You'd think they could just bring prices down to Western levels, maybe it's a vice tax or something.
Loading...
angelusdlion
You have.
congratulations, you're helping to kill the arcade here.
I quite liked this article. I know some people have complained this isn't really about video games so why should [...]
I quite liked this article. I know some people have complained this isn't really about video games so why should we care and that's fine but its different and it was an amusing read IMO.
Fair point, but multiple saves are important. I like having a bunch of Oblivion characters, none overlapping but each following [...]
Fair point, but multiple saves are important. I like having a bunch of Oblivion characters, none overlapping but each following their own paths. And reloading saves before a fight? You think if we die we should just quit playing that save file? Maybe set save points, like in Shadow Of The Colossus would be an alternative. See how many people rely on quick save to get them out of mistakes then.
I half agree with it, only. Saving before fights makes absolute sense. I hate having to replay certain parts--Everyone does[...]
I half agree with it, only.
Saving before fights makes absolute sense. I hate having to replay certain parts--Everyone does...
I usually don't reload any failed conversations or events, though...
Like Lydia, for example. When she died, I left her dead. I didn't reload my save or anything.
Regardless, I don't think developers really plan for the whole "dynamic and interesting character" sorta thing all that much... If your companion dies, you can't exactly bury them and mourn their grave. You just go on and forget about 'em.
People want the most out of their games so I don't think it TOO wrong to ask for that... Even in wide and open ended games, there usually is just one very right thing to do.
So, I don't think punishing players is the right of the way, so much as encouraging players to live with their choices, but allowing them to fix mistakes and flourish from their errors.
I agree with you to a point, Taylor, but already I've fallen victim to many hazards Skyrim has thrown my [...]
I agree with you to a point, Taylor, but already I've fallen victim to many hazards Skyrim has thrown my way and learned through hard experience to save relatively often. This isn't because I wish to have a 'perfect run', it's simply because I don't have the time to redo hours of work in some cases, just to be undone by one single fight.
I do understand the beauty of such a thing, however. I do see that part of being immersed in a character and world is knowing your limits - which is why the game gives you a sprint button. My squishy rogue is good at knowing which fights he can and can't win and you have to lever every sneaky advantage you can get to assure victory - this is part of the awesomeness and I recognise that.
The bottom line though, is that I've played many horribly difficult and unforgiving games in my life but I don't want Skyrim to be one of them. I want to learn from my mistakes but at the same time I'd like to save as much of my precious free time as I can doing it. And let's face it, with a game as dauntingly huge as Skyrim, if you went back to the title screen every time you died you'd never get through it.