This touches on some interesting points of game design i often think about, and why I'm intrigued by this game even when so much of it seems very much 'not my thing'.Tempy wrote:It is very much a thing that games struggle with though. The idea of inconvenience in a thing you play - where you want as few boundaries and as little friction as possible. It's always something that will be a point of contention (glitches aside) and it's not an issue you can really solve to be honest. People hated the rain in Breath of the Wild I remember - it will alienate as many people as it will draw into the world.
afgavinstan wrote:Dunkey weighs in
digi wrote:
Game of the year for me though easily, nothing else even comes close.
regmcfly wrote:Yes, to an extent. Theres a concept called Timefall thar means when rain falls, stuff including your packages, deteriorated. ..however
Stuff that has been well liked by the community gains immunity to Timefall depending on the likes that other gamers give it. So it's a way of optimising the game and removing garbage.
GurtTractor wrote:Apart from the product placement stuff I have yet to hear anything about this that would put me off, so I'll probably pick it up on release for PC. Will be nice to get into the world when it's at it's most bare. Actually, what happens if you play it offline? I guess the structures either aren't there or just remain from the last online session?
ZMM wrote:I would say it's 90% gameplay 10% cutscenes.
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