by Macar » Fri Mar 26, 2010 12:28 pm
Now it's interesting that you should say that. I didnt really find Morrowind very challenging in general. I could be wrong here- but perhaps you are a little more used to a game that actually requires skill to play, like an FPS. Morrowind was sort of like an MMO, inthat it was all about building the right character and getting the right gear (and in the case of MW, a lot of times that was just a matter of knowing where to find the darn stuff, like the uber sword that was just stashed under someone's bed).
I agree though that one of the problems with MW was a crippling walk speed for most characters (though, a fast thiefy type with the birthsign of the steed could do pretty well). This is were MW really needed mounts- IMO.
I think gradualy introducing the players to freedom is a great thought. Start them off in a very controlled teaching environment, then open up just a little bit, and let them earn full freedom after they've gotten to the point where they understand the game mechanics.
For example, I think it would be great if there are encounters that are too tough for low level players- where they do have to turn tail and run. But, if they're in the normal player mindset, they're just going to get frusterated that they cant beat it. However, if they're in a quest early on where theyre required to run away from an overpowered enemy, then you'll have taught them that that's part of the game. There might even be situations where you can do things like sneak into some dangerous enemies lair, steal something then run for your life as the thing chases you. This could be a lot of fun, if the player understands that that's the way of things!
To change subjects a little, I think that we need to have some randomly generated content in our game. Now, we dont want to abuse this concept, but correctly used, prociedural content can very much enhance the elements of wonder and exploration- because every time, you could experience something unexpected.
This was the triumph of Spelunky. For those of you who havent played it, it's sort of an 8 bit platformer where you play a little indiana jones like character who explores these proceidural caves in search of mayan treasure and princesses to rescue. It's all a very intesnse experience, because you have 3 hitpoints, no way to save, and death is perminant. But more importantly, as you explore, you never know what to expect and you really get that sense of freedom and autonomy. When, for example you find an item like a mining pick that alows you to tunnel through walls, in most games you might wonder, "oh, they must be giving me this item because I'm about to need it. I wonder what I'm supposed to use it for." But in spelunky you just go, "awesome, a pick! This will be useful."
It's the freedom of knowing that you're exploring a world that's bigger than you, and could go on about it's business without you. Not one that's waiting for you to step in and do something.
This is also why inter-NPC interactions like the economy and creature ai that causes animals to hunt and flee eachother is so vital.
Adios Amigos