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回報翻譯問題
Sure but who wants to eat ham and eggs everyday?
but you never know . the genral concept of interactive inviorments gets tossed around from time to time and you would expect them to do more of what your talking about .
All the environment interaction possibilities must be taken in consideration with level design and game play design. The more options you have, the harder it is and the more time it will take to design these things. With all those things you want.. Would you be willing to pay the price? I highly doubt it, was 50 € is nowadays already too much for people to pay for a game.
you hit the nail on the head,Its not that the games aren't good , its just that there is no room to move.
Obiously, this will require more space on our drives and online but given the current technology i can't see this to be a problem.
I am sorry for my opening jibba but its so frusrating to express yourself when Wild Turkey is in the house !!
lol so sorry, what i mean is, it might be time to change...
But we are paying for it , they make a ♥♥♥♥ load on these games and could double or even triple their profits simply by doing this its just that are lazy thats all and as we know , a lot of these games share the same engine right? so if they do a bit of tune up to their engine these things are very possible.
If they had it we would pay and don't say you wouldn't
Lazy? Should you REALLY be using those kinds of words? You have yourself said that you are not a programmer and know nothing about what goes into developing a game. Have you even played as a playtester or have you only played finished products? (It rather baffles me to think that just because you have played a lot of games that you understand why they work or not. From what I've read in your posts that is not likely to be the case. :( At the most you know what you would like based on how you play games, not how other gamers play games if they play differently from you.)
I believe that the restrictions in the game world is about the complexity of controls and how to lead the gamer along the story. I belive the developers understand propper gamedesign and what happens if you loosen up the restrictions and gives too much freedom in movement a lot better than you.
Edit: Bah C0untzer0 beat me to it about the control scheme :p
It also drastically increases the amount of tech needed to support being able to climb up to really high places that you normally couldn't get to and makes it very hard to have close to the same level of detail that you see in the more common first/third person games. It also makes the animation systems immensely complicated and the motion capture extremely expensive because it is very difficult to animate a character to believably look like they are climbing something, ladders make that a lot easier as all ladders can be made the same way allowing for a single animation that can easily match up to the uniform positions of ladder rungs, but when climbing walls and buildings the footholds can be all over the place.
It also limits the kind of events you can have the player experience, most events will need to be cut scenes because with freedom of movement you can't ensure players would be in the right positions in the right order to see the event the way it is supposed to play out, this in turn limits the immersion of the game and to a lesser extent it also limits what you can do with the story. You also have to find ways to notify the player of where they are supposed to be going, when you have freedom of movement almost any direction is a valid direction so level design alone cannot encourage the player to go in the correct direction to progress the story. You also run into issues where the player is so used to being able to climb everything that when they reach the edge of the map it's really hard to always have some kind of justifiably unclimbable obstacle preventing them from leaving the map area.
Freedom of movement also opens up a very large number of exploits that can ruin a difficulty curve, it's very easy to notice that most NPCs will not be able to use the same movements as you can (most people in real life will climb ladders but not walls) so you can lure them into "traps" where you can get to a place they can't and take them out with very little risk. This can often make even the hardest difficulties far too easy and there's very little that can be done about it. The only real way to avoid that is to allow the same freedom of movement for all NPCs but having everyone be able to climb walls can look really weird and it's often way too expensive as the animation costs would skyrocket for all the characters because they would all need the same level of expensive animation as the player character. Not to mention you can still exploit it by finding a spot where only one NPC can climb up at once and just pick them off as they try to climb up
Freedom of movement is also often problematic for multiplayer, even games with very little freedom of movement have exploitable positions that provide way too big an advantage, with a high degree of freedom of movement this opens up a lot more exploitable positions and it can be very hard work for a level designer to deal with such problems. It can also be a lot more frustrating for newer players as experienced players will know to hide in places most people wouldn't think to check such as in trees or on top of lamp poles which can give them the advantage of surprise, an until the newer players learn these places too they'll be at a significant disadvantage, in games without such freedom of movement it's pretty easy to guess where the good hiding spots are making it a lot easier for new players to compete.
TBH I do not think the controls are much of an issue for freedom of movement though, many games have been able to have such freedom of movement without any additional controls or using just a single context sensitive button, but it is a hell of a lot more work to get such systems working in a way that feels nice to play. It can also be quite difficult to let the player know what they can climb up without having ugly hints pop up all the time.
There are many very good reasons for developers not to have much freedom of movement in their games, and very rarely does it have anything to do with laziness, it's usually just a very poor design decision to include it in a game because it would make most games play a lot worse without design changes that would completely change the kind of game it is.