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if somebody dies in sims, its not a lose
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What about some point and click adventures?
Guybrush Threpweed never die for example :) |
That you can take actions to prevent any death is not the point. The point is that if you play the game like it's supposed to be played, death eventualy play a major role all along the game. If you just ignore it, your character might resent it or die in the end... And that's what you're supposed to try to prevent in the first place. A dead citizen can't translate to a thriving citizen. :P
As for adventure games... I never liked those. Adventure games is not about dying or not, adventure games is all about getting a story tell to you and your way of "winning" or "losing" is then interpreted by either you can finish or not the game on your own. Much like puzzle games, but y'know... Without the incentive to challenge your brain. I always prefered a good book myself, if you ask me. |
Prey had an interesting way of "cheating death" - anyone to continue the thought?
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<div class='quotetop'>QUOTE(_r.u.s.s. @ Sep 11 2007, 11:26 PM) [snapback]310309[/snapback]</div>
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its like you compared it to lose of armor or weapon in an FPS
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<div class='quotetop'>QUOTE(_r.u.s.s. @ Sep 12 2007, 03:12 AM) [snapback]310354[/snapback]</div>
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Besides... You can't care less about dying in a FPS, because if you play a FPS from beginning to end without dying at least once then it's a very crappy FPS game... It's kind of one of the perks of this kind of game. ;)
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^what he said :ok:
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no, you got me wrong. "dynig" in sims doesnt influence, i mean, stop the game like in fpses. is just a lose in your big cycle, when you play sims. thats why i compared it to lose of armor in fps.
and by the way, you can compare anything to anything you wish, if you dont mean it literaly and it shows the point (but then again, some people might not get it) |
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