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Replayability Options

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  16:06:52  17 June 2005
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Zone Prowler
(Novice)
 
On forum: 06/11/2005
Messages: 27
Replayability Options

Being sent on missions & abused by the same guy each replay may become somewhat grating eventually.

Perhaps there could exist several Dealers with different personalities & appearance though all can be scripted to speak basically similar lines to avoid conflicts.
At each game start one would be chosen at random.

No idea about how many lines of dialogue or amount of artwork is needed to create such a character but it seems a relatively cheap way to enhance replays.

Here's an opportunity to introduce females or guys with cultured, scientific etc attitudes as opposed to the existing snarling junk yard dog.
For instance: Cultured character could have classical music blended as a background to some conversations & so on.
Others could have music from the 60's, Gilbert & Sullivan .....
  16:14:42  17 June 2005
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Justin
Forum idiot/drunk...
(Resident)

 

 
On forum: 03/22/2005
Messages: 691
"females or guys"
Hahahhahaha...couldn't you think of the word: male?
  19:10:42  17 June 2005
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Fux0r666
resident smart-ass
(Resident)

 

 
On forum: 06/04/2003
Messages: 1927

---QUOTATION---
"females or guys"
Hahahhahaha...couldn't you think of the word: male?
---END QUOTATION---



I can't believe that that actually made you laugh. You must be some kind of jerk.


---QUOTATION---
Being sent on missions & abused by the same guy each replay may become somewhat grating eventually.
---END QUOTATION---



I see what you are saying, but this got me to thinking... the advanced 'life simulation system' whereby there's an ecosystem that balances itself or what-not could actually contribute to a homogeneity of play, rather than a diverse experience. If the zone keeps repopulating itself to a balance, then, all in all, you will be encountering mutant species at average intervals throughout your play-time.

As for the NPC's, I don't think that it's that much of a concern. I replay games and watch the same cutscenes, participate in the same conversations, etc - it's a lot like watching a movie for the second time. If you can't handle that, I don't know what you can do.

There is no possible way to create a story based around the personalities of the characters and then change the personality randomly. It would make the characters seem like card-board cutouts without any actual affect on the atmosphere.. if you have random characters, they're placeholding... and that would cheapen the entire experience.
  19:51:29  17 June 2005
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wondervirus
Resident Filth
(Resident)

 

 
On forum: 03/30/2004
Messages: 337

---QUOTATION---
you will be encountering mutant species at average intervals throughout your play-time.
---END QUOTATION---



I kind of had the impression there would be an ebb and flow of population
of assorted critters, just like there would be a non-static number of other
stalkers.

One day, lots of blind dogs... they eat all the, um, sheep things, and move
on. Or, antagonistic critters could drive enemies out and force the local
population elsewhere.

Or at least I hope it will work like that!
  20:02:12  17 June 2005
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Kyton
Party 24/7
(Resident)

 

 
On forum: 04/24/2005
Messages: 350

---QUOTATION---
you will be encountering mutant species at average intervals throughout your play-time.

I kind of had the impression there would be an ebb and flow of population
of assorted critters, just like there would be a non-static number of other
stalkers.

One day, lots of blind dogs... they eat all the, um, sheep things, and move
on. Or, antagonistic critters could drive enemies out and force the local
population elsewhere.

Or at least I hope it will work like that!
---END QUOTATION---



i think that is kinda like the system works (at least the blind dog part)..
and.. i just have to ask this what population? or did you mean monster population?
  21:11:34  17 June 2005
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wondervirus
Resident Filth
(Resident)

 

 
On forum: 03/30/2004
Messages: 337

---QUOTATION---
and.. i just have to ask this what population? or did you mean monster population?
---END QUOTATION---



Why... Us and THem, of course I assume the AI stalker population and
animal/critter populations would be separate (aside from the killing and
DOOMing of eachother)
  02:28:01  18 June 2005
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Zone Prowler
(Novice)
 
On forum: 06/11/2005
Messages: 27

---QUOTATION---
As for the NPC's, I don't think that it's that much of a concern. I replay games and watch the same cutscenes, participate in the same conversations, etc - it's a lot like watching a movie for the second time. If you can't handle that, I don't know what you can do.
There is no possible way to create a story based around the personalities of the characters and then change the personality randomly. It would make the characters seem like card-board cutouts without any actual affect on the atmosphere.. if you have random characters, they're placeholding... and that would cheapen the entire experience.

---END QUOTATION---



Gameplay becomes repetitive through constantly interacting with the same person in the same location.

There are many ways to say "I need you to acquire item X from person Y or location Z tavarisch" so quest-mission mechanics need not be disturbed. By having random Dealers it just adds variety.

Why is it necessary to approach the same obnoxious Dealer to hear these requests each replay ?

As for story consistency .... there need be no conflict.
The Dealers are part of an organization based outside the zone & each is required to spend 90 days a year in the cellar using Stalkers to acquire objects .... it's a tour of duty.
  06:47:28  18 June 2005
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Fux0r666
resident smart-ass
(Resident)

 

 
On forum: 06/04/2003
Messages: 1927

---QUOTATION---
you will be encountering mutant species at average intervals throughout your play-time.

I kind of had the impression there would be an ebb and flow of population
of assorted critters, just like there would be a non-static number of other
stalkers.

One day, lots of blind dogs... they eat all the, um, sheep things, and move
on. Or, antagonistic critters could drive enemies out and force the local
population elsewhere.

Or at least I hope it will work like that!
---END QUOTATION---



This is true, but I think it will average out.


---QUOTATION---

Gameplay becomes repetitive through constantly interacting with the same person in the same location.

There are many ways to say "I need you to acquire item X from person Y or location Z tavarisch" so quest-mission mechanics need not be disturbed. By having random Dealers it just adds variety.

Why is it necessary to approach the same obnoxious Dealer to hear these requests each replay ?

As for story consistency .... there need be no conflict.
The Dealers are part of an organization based outside the zone & each is required to spend 90 days a year in the cellar using Stalkers to acquire objects .... it's a tour of duty.

---END QUOTATION---



No, it's a society. And you and I will not agree on this issue, I suppose. I like the idea of having a base of operations and the possibility of forming a literary relationship with characters that I interact with, even if this relationship is the stunted, rudimentary kind usually found in videogames. ie. "Oh, I see it's you again. Most new faces aren't seen more than once."

Red's trips to the bar in Roadside Picnic didn't ever get tiresome. In fact, his monologues about how much of an asshole the guy was were highly amusing. I'd imagine that the gruff dealer character will be equally as difficult to get along with.
  14:40:24  18 June 2005
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Zone Prowler
(Novice)
 
On forum: 06/11/2005
Messages: 27
Perhaps the Dealer is symbolic.

I'm sure the gruff one will serve his purpose & many will recognise him immediately.
However I think it's a limited lesson in understanding the human condition to experience interactions with just one principal Dealer.

Stalker probably wont end with your surviving clan members chatting at their hideout & deciding to meet for lunch at a cafe on the outside after completing their final assignment.
So any seemingly banal "nice to see you again" gestures add an uplifting human quality to the proceedings.
Anything or anyone that doesn't snarl or try to bite you would probably be welcome.
  16:51:28  19 June 2005
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Naaaaa
Senior Resident
 

 
On forum: 04/07/2004
Messages: 825
Collectibles a la-GTA and unlockables a la-Devil May Cry always do wonders to the replay value when they're worthwhile.
 
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