Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I don't know how else to articulate it. I guess I don't have the vocabulary.
Eternal gives you more mechanics you NEED to use, not mechanics that you CAN use.
This all applies only to Nightmare, of course. On easier difficulties you can ignore even more mechanics.
The only things you "need" to use - aside from movement - that the game is fully centered around, are glory kills (health) chainsaw (ammo) and flame belch (armor).
That's it. How you choose to incorporate the rest of the mechanics in the game is up to you really. How often you use those three above really kinda hinges on the choices you make from a gameplay perspective.
It's not like there's a cooldown where you have to do any of those three things on a strict timelimit either - no more than running over an ammo drop.
You can design the game in a way where most of those mechanics are optional. That will mean that, even playing on hardest skill, you can pretty easily play the game and ignore them. Don't Glory Kill, don't use Grenades, don't use Meathook. Let's call this player Player A.
Now, imagine you are somebody who wants to use all those mechanics. You rebind them, you use them heavily. Grenades for falters, Chainsaw for magic ammo, Meathook for mobility. This is our Player B.
Now, there are two possibilities:
1. Those mechanics do something useful. This means, Player B combines them to get so far above Player A in combat power they just plow effortlessly through the challenges of the game. Where Player A struggled a bit, Player B just bulldozed the game. This is going to be satisfying to some people, but not to everyone. This is our Doom 2016 situation.
2. Those mechanics don't give Player B an edge because they're weak and inconsequential. I don't think I need to explain why that would also be a bad thing.
This is they key, games must be consequent with the player's actions in order to feel rewarding and challenging.
Create mechanics without create the dinamics to push the player to get into it, is indeed lazy design.
You can simply use the sticky bombs throughout the entire game and complete it, but the question here is why would you?
Giving the player freedom doesn't have to be a good thing in the first place. If you don't give them good reasons to use the mechanics, they will never feel like they are taking advantage of them.
You can use them, but you will never feel like you are making good decisions if all the other decisions you could have made also seemed correct.
Eternal is more consequent with the player's actions.
And i think It doesn't limit your playstyle; in fact, it is basically the opposite. By giving you more reasons to use your arsenal, you will have more reasons to pick playstyle.
How could someone create their own playstyle if all the other options also seem correct? You can't create something consistent (your playstyle) without discarding options that you consider don't work for you and the game.
If you find yourself forced to perform glory kills very often, have you even thought about why in the first place? It's not even necessary to do glory kills; you can get some health just by killing demons. You also have the flame belch.