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回報翻譯問題
The only cutscenes this game forces you to watch through is a portion of the intro sequence (you can skip most of it), the Bridge level intro, and the ending that you can alt f4 out of if you don't care. Oh, and I suppose boss zoom-in intros that are like 5 seconds.
Let's use Dark Souls as an example. That game actually requires a decent amount of critical thinking, more than System Shock even. When it came out, people were infuriated with its "unfair" difficulty and lack of direction. They would rage quit over it, even. But then it got more popular, streamers playing it would get more views, and people suddenly discovered they had patience for it. It spawned an entire sub-genre that drastically changed gaming as a whole (even if Demon's Souls came first).
In the end, if people don't have time or patience for a video game and want to experience it, they'll just watch someone else play it. Personally, I'd rather not see the death of creativity in video games in attempt to cater to the masses.
Because if a game is hard enought to make you think, you overcome that difficulty with intelligence, and having to use your intelligence to solve problems on something is fun, and always a rewarding experience to yourself
Take chess, chess was an amazing game to play before video games existed, because of that, because you had to use your brain to win your opponent, and every match felt like a real battle of intelligence, win or lose
I'm not talking about from software difficulty here, I'm talking about thinking, something that it seems to be the missing link these days, from social media, to art and entertainment, to life itself
Thinking should be encouraged, not the other way around
They also never really understood video games as educational tools outside of the E for everyone "edutainment" games. They can teach patience, practical application in critical thinking, and even be a bonding experience with your kids. Of course, it depends on the game, and many games—especially 'modernized' ones—will not.
Now get off my lawn, insect!
I get what you mean, its hard to read something that you didn't choose, but those children who had the benefit of having their parents full library to choose from, must been really lucky and happy, most writters tell that they had access to books from really early, and than that made a big difference in their lives
But, adolescence is usually the time when most people start to choose their own books, and those were great times indeed
Intelligence is one of those rare things that, the more you use it, the greater it becomes
And some video games actually help you a lot in that regard
This is just poor comprehension skills.
This is a big reason I’m a fighting game fan. You can get in an out, and once your learn a combo/basics it’s stays with you like riding a bike and you build up from their.
Been playing third strike now for quite some time.
The lack of waypoints on the map obscures the fact that the game is straightforward and short. To finish the game, you must complete a set of main missions in a strict order: completing one main mission unlocks another; there are no different paths or alternate solutions in the main story. Most of the time, a player is not questioning where to go (it is straightforward from reading or listening to the logs) but how to get there. Because each level is a huge maze of same-looking corridors developed by the "magic" of copy-paste. The pathfinding problem could exist in developers' minds back in 1994. However, it is irrelevant in 2023: when everybody has a smartphone capable of navigating through a city or entire country, it is hard to imagine a future device in 2072 that cannot find paths within one building (space station).
My first playthrough took 26 hours. Half of that I spent on:
Now, let's compare the remake of System Shock with its spiritual successor - Prey (2017): despite the latter having "hand-holding" waypoints and objective hints, it provides multiple ways to solve almost any task (including the main story), automates junk and inventory management, allowing the player to enjoy the game instead of performing "monkey job" of repeating trivial routines.
P.S. Don't get me wrong - I like the game, but I cannot deny many design issues.
Some good points here. However, I have some discrepancies. Have you ever been on a carrier at sea? It's easy to get lost upon first introduction. Spaces might feel similar despite subtle changes. A smartphone won't help you out there in the middle of nowhere. Send a man into a desert with a smartphone, and you'll likely find the skeletal remains gripping the tech in existential terror.
There is no internet connection in a desert, so you cannot use online services like Google Maps. However, if you have an offline maps app, GPS + compass on a smartphone can help you to navigate to the closest settlement or oasis unless you run out of battery first.
Navigation on a big ship is impossible, not due to pathfinding but geolocation. GPS does not work in closed areas. However, after solving the geolocation problem in some other way (e.g., putting radio beacons to triangulate the position), pathfinding is a trivial task for modern tech.
Anyway, the geolocation problem is solved in the game: we have a map with our position drawn precisely. When viewing the future from 1994's perspective (before the smartphone era), the lack of pathfinding is understandable - people didn't realize that such a feature could exist back then. However, nowadays, it seems obvious. Today, would you buy a navigator that draws your location on the map but cannot set a route?.. Then why would such a device exist in 2072?..
From the game lore's perspective, SHODAN could block player access to its services (e.g., "SHODAN MAPS"), so the player needs to explore the map for Nav Unit to record it and compose a map. However, once recorded, the inability to calculate a route from A to B sounds illogical even by the lore.