JonB wrote:The helmet is optional, fortunately, and probably more trouble than it's worth.
Yeah, that's what the video is. You plonk a helmet on the catapult cart thing and try to get that up above. It took a good few attempts.hylian_elf wrote:I think you need to take a detour to get a helmet to make a guard come alive so you can go behind him to get a barrel. Or something.
monkey wrote:Both those behaviours had to be designed.
stonechalice wrote:Just position yourself better.
Must have been fucked there then. That shouldn't happen.Andy wrote:I can't remember seeing those. Like Paul, I had Trico standing there not registering at all.Both those behaviours had to be designed.
Smang wrote:there are plenty of visual cues for throwing a barrel in his mouth.
JRPC wrote:Something had to account for that.
JonB wrote:The visual cues aren't completely reliable, but then again I think that's the point. It's a game that tries to turn the usual mechanical relationships of a videogame into something more organic, and the more you try to reintroduce those binary success/fail conditions, the more it loses its uniqueness. You can get better at things through a combination of following cues and just playing about and testing things though - it's not simply random.
You may not think it really succeeds in what it tries to do, or that it's interesting in the first place, but I'm pretty much convinced that is what it's about.
A lot of the suggestions I've seen to 'fix' problems would make it far less fun, and a more sterile experience for me. I really wouldn't want to play Andy's version of the game, for example.
Andy wrote:I love the way some of you feel the need to explain the building relationship with Trico as though those of us who had problems don't understand the game. The fact of the matter is that there are some learning behaviours in there, and there's some plain old broken code.
JRPC wrote:JonB wrote:The visual cues aren't completely reliable, but then again I think that's the point. It's a game that tries to turn the usual mechanical relationships of a videogame into something more organic, and the more you try to reintroduce those binary success/fail conditions, the more it loses its uniqueness. You can get better at things through a combination of following cues and just playing about and testing things though - it's not simply random.
You may not think it really succeeds in what it tries to do, or that it's interesting in the first place, but I'm pretty much convinced that is what it's about.
A lot of the suggestions I've seen to 'fix' problems would make it far less fun, and a more sterile experience for me. I really wouldn't want to play Andy's version of the game, for example.
OK we can end the thread right there.
I've been failing badly at saying exactly that for ages.
Totally nailed it.
The binary success/fail thing was in reference to clear visual cues - i.e. not having some sign that tells you when you're in the right position before throwing.Paul the sparky wrote:I didn't introduce those binary success/fail states, the developers did, along with the arbitrary parameters placed on Trico and the boy for the conditions of those states to be met. So Trico will catch the barrel if the distance between him and the boy is greater than X but less than Y. As a player, you're tasked with mapping out those boundaries by trial and error barrel chucks until you find the sweet spot.
That seems to be the complete opposite of what you want and are arguing for from an organic relationship, and seems like very strict videogame binary bullshit to me, which ruins the interaction for me. Are the conditions met for Trico to catch the barrel Y/N?
Diluted Dante wrote:I dint chuck every barrel at him, but when I did he ate it, caught or not. I can't explain why my experience is so different to some others.
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