swillfly 2021 年 8 月 3 日 下午 5:44
Games that take away all your gear
I really don't like this game mechanic.
Why do devs use this instead of extra challenge-type missions/levels is beyond me.
Kinda sadistic.
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目前顯示第 61-75 則留言,共 80
Alliesaurus 2023 年 6 月 18 日 下午 3:23 
I like it
Uncle Sam 2023 年 6 月 18 日 下午 3:26 
Depends in how it's implemented, sometimes is very annoying, othertimes it's temporary and story related which is fine if well done.
Tonepoet 2023 年 6 月 18 日 下午 3:37 
引用自 Incarnate
I wanna say Half Life originated this trope. Blame Valve.

Someone correct me if I'm wrong.

Chrono Trigger did this when you are captured on the Blackbird, and that game is older than Valve Corporation. You can get your stuff back, but you have to find it.

It is not too bad of a mechanic when it makes narrative sense and you can get your stuff back in relatively short order, but it feels like the game has disrespected the time and effort you put into playing it when you can not. It is particularly bad when you had some rare stuff.

Though the fact that the enemies in these sorts of areas are typically weaker than normal enemies to compensate for your lack of gear does make them seem less intimidating.
最後修改者:Tonepoet; 2023 年 6 月 18 日 下午 3:43
Q-T_3.14.exe 2023 年 6 月 18 日 下午 3:38 
In Eastward it made the final boss satisfying. :wilsmile:
Dracoco OwO 2023 年 6 月 18 日 下午 3:42 
引用自 Magma Dragoon
"Ah, Alucard. What is your business here?"
There is like 3 different death skips to just keep the base gear lol.
Electric Cupcake 2023 年 6 月 18 日 下午 3:50 
Tomb Raider 1 was pretty egregious, since I imagine many players failed to notice the hole in the ceiling to get the last fuse to get the pistols back, and players wound up running right past the cowboy.

The programmers apparently foresaw this, since every time you miss getting a weapon pickup, that weapon has a chance to show up later when it otherwise wouldn't have. But trying to proceed without killing the cowboy and getting his magnums is quite an unfair challenge, and I imagine cause quite a few rage quits.

Tomb Raider 2 is much better, since you pretty much can't continue unless you get the pistols back.

Tomb Raider 3, even if you save the Nevada levels for last, you'll still probably get most of your gear back before the final levels, but it's still a painful slog.
Haruspex 2023 年 6 月 18 日 下午 3:52 
They want to give you a taste of what you will be working up to before knocking you to square 1. Most of them also surprise you by giving you more than that taste in the end as well.
DarkCrystalMethod 2023 年 6 月 19 日 下午 5:47 
Its not on steam(yet), but Metroid Prime(GameCube) started with a lot of powerful gear and then it ripped it away from you. You get it all back and then some throughout the game.
SotiCoto 2023 年 6 月 21 日 上午 9:56 
引用自 DarkCrystalMethod
Its not on steam(yet), but Metroid Prime(GameCube) started with a lot of powerful gear and then it ripped it away from you. You get it all back and then some throughout the game.
I think games starting you off with everything then setting you back to zero and making you work your way back up over the course of the game aren't really the same thing, because you didn't earn what you start with in the first place. I mean that is the major snag here. Games stealing away the results of your hard work... not simply the act of resetting.
Devsman 2023 年 6 月 21 日 上午 10:31 
I love these missions. Why?

+ Because it levels the playing field. This is important for stories where the good guy and the bad guy are rivals, siblings or staunchly opposed idealistically. It gives the hero AND the player the opportunity to prove they're better than the bad guy not because of equipment but because of heart, skill or ideology.

+ Because it brings things back to the basics. It reminds the player of where they came from so they can appreciate how much they've grown when they get their stuff back.

+ Because it breaks the illusion of power. Suddenly, you're running from fights you would normally have engaged without a second thought. And it's wonderful for pacing.

+ Because it gives you a preview of the endgame. So you know what to look forward to when (if) you collect everything.

+ Because it reverses the player/character dynamic. This is vital for metafictional pieces and stories where the character gains their own convictions. Now YOU do what HE says.

+ Because it adds variety. Your former tactics no longer work, even if only for a moment. So you need to find new ways to do things.
最後修改者:Devsman; 2023 年 6 月 21 日 上午 10:31
SotiCoto 2023 年 6 月 21 日 上午 11:05 
引用自 Devsman
I love these missions. Why?

+ Because it levels the playing field. This is important for stories where the good guy and the bad guy are rivals, siblings or staunchly opposed idealistically. It gives the hero AND the player the opportunity to prove they're better than the bad guy not because of equipment but because of heart, skill or ideology.
But collecting the best equipment IS my skill.
This sort of thing is like telling a wizard to duel a warrior... but then forcing him to do it in an anti-magic zone. It isn't levelling the playing field so much as massively stacking it in the enemy's favour.


+ Because it brings things back to the basics. It reminds the player of where they came from so they can appreciate how much they've grown when they get their stuff back.

+ Because it breaks the illusion of power. Suddenly, you're running from fights you would normally have engaged without a second thought. And it's wonderful for pacing.
I play games FOR the "illusion of power". I don't want things back to the basics. Getting away from the basics and earning the power to dominate is what gaming is all about, at least for me. Having that snatched away for bullsh!t reasons is just making me feel as powerless and useless as I do in meatspace, and depriving me of the lone sanctuary for my dwindling sanity.


+ Because it gives you a preview of the endgame. So you know what to look forward to when (if) you collect everything.
What? How? How does having nothing preview the endgame? Is the endgame also going to steal all my stuff?


+ Because it reverses the player/character dynamic. This is vital for metafictional pieces and stories where the character gains their own convictions. Now YOU do what HE says.
Not if I have any say in the matter, and I often find a way. In fact that is the ONLY fun to be derived from these sort of situations: finding ways to explicitly violate them by bringing gear with me anyway.


+ Because it adds variety. Your former tactics no longer work, even if only for a moment. So you need to find new ways to do things.
My "former tactics" are varied and adapted to each situation anyway. This isn't any more varied. It is just another annoying obstacle to overcome, and not being able to do so through prior preparation is just an annoyance... and as noted, prior preparation is my main skill. I've got terrible reflexes, my hands are near arthritic, and I would lose in any straight-up battle of speed or accuracy... but as long as I've rigged the game as much in my favour as possible beforehand, that gives me a chance of winning. Having that just vanished away will never EVER be a desirable outcome.
最後修改者:SotiCoto; 2023 年 6 月 21 日 上午 11:09
Grimmz 2023 年 6 月 21 日 上午 11:07 
i like this mechanic because it makes you feel like dying matters.

victories are small but not dying is huge.

DayZ & Rust thats my jam.
Rio 2023 年 6 月 21 日 上午 11:11 
One of my issues with minecraft is, the game punishes you HARD, HARD, HARRRRDDDD!!!! When you get a better PC that can run higher render distance.

Because if your pc can only run a 4 render distance and you die 8 chunks from home, you can take infinity to go get your stuff.

But if your pc can run render distance of 20 at all times, you got 5-10 minutes to get your stuff or its gone forever.

Sure you can lower render if you die, but that feels like cheating.


Say you you die 20 chunks from home, but you have 20 render distance. So the whole walk, that timer is ticking down.
最後修改者:Rio; 2023 年 6 月 21 日 上午 11:12
Devsman 2023 年 6 月 21 日 上午 11:11 
引用自 SotiCoto
引用自 Devsman
I love these missions. Why?

+ Because it levels the playing field. This is important for stories where the good guy and the bad guy are rivals, siblings or staunchly opposed idealistically. It gives the hero AND the player the opportunity to prove they're better than the bad guy not because of equipment but because of heart, skill or ideology.
But collecting the best equipment IS my skill.
This sort of thing is like telling a wizard to duel a warrior... but then forcing him to do it in an anti-magic zone. It isn't levelling the playing field so much as massively stacking it in the enemy's favour.


+ Because it brings things back to the basics. It reminds the player of where they came from so they can appreciate how much they've grown when they get their stuff back.

+ Because it breaks the illusion of power. Suddenly, you're running from fights you would normally have engaged without a second thought. And it's wonderful for pacing.
I play games FOR the "illusion of power". I don't want things back to the basics. Getting away from the basics and earning the power to dominate is what gaming is all about, at least for me. Having that snatched away for bullsh!t reasons is just making me feel as powerless and useless as I do in meatspace, and depriving me of the lone sanctuary for my dwindling sanity.


+ Because it gives you a preview of the endgame. So you know what to look forward to when (if) you collect everything.
What? How? How does having nothing preview the endgame? Is the endgame also going to steal all my stuff?


+ Because it reverses the player/character dynamic. This is vital for metafictional pieces and stories where the character gains their own convictions. Now YOU do what HE says.
Not if I have any say in the matter, and I often find a way. In fact that is the ONLY fun to be derived from these sort of situations: finding ways to explicitly violate them by bringing gear with me anyway.


+ Because it adds variety. Your former tactics no longer work, even if only for a moment. So you need to find new ways to do things.
My "former tactics" are varied and adapted to each situation anyway. This isn't any more varied. It is just another annoying obstacle to overcome, and not being able to do so through prior preparation is just an annoyance... and as noted, prior preparation is my main skill. I've got terrible reflexes, my hands are near arthritic, and I would lose in any straight-up battle of speed or accuracy... but as long as I've rigged the game as much in my favour as possible beforehand, that gives me a chance of winning. Having that just vanished away will never EVER be a desirable outcome.
I didn't say you had to like it too.
GlaceonChireiden 2023 年 6 月 21 日 上午 11:17 
And this is why r*guelikes are the worst thing to happen to video games since the invention of online stores.
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張貼日期: 2021 年 8 月 3 日 下午 5:44
回覆: 79