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TIGSource ForumsPlayerGamesthe tedium of violence as progression
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s0
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« Reply #180 on: May 09, 2015, 01:58:38 AM »

anyway to add to the list

old fallout
ikaruga
nethack
this war of mine
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valrus
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« Reply #181 on: May 09, 2015, 03:03:21 AM »

point is, dishonored is not a nonviolent game by any stretch

Right, "no-kill choice" would have been a better way of saying it than "nonviolent choice".  But it's still relevant to the design of nonviolent paths.  (I.e., it doesn't assume that going for a no-kill or nonviolent run is mostly something that experienced players do for an extra challenge.)
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JWK5
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« Reply #182 on: May 09, 2015, 03:13:04 AM »

Infamous had some pretty deep decision making: WARNING: Sarcasm

(1) Help these starving people get the food they so desperately need.
(2) Randomly stab someone in the face 50 times, because reasons.
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valrus
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« Reply #183 on: May 09, 2015, 04:12:39 AM »

- Cooking games
- Marble Madness
- Breakout
- Tapper
- WarioWare
- Push Me Pull You
- Sutte Hakkun
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Manuel Magalhães
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« Reply #184 on: May 09, 2015, 05:48:55 AM »

-The echochrome series.
-SimCity.
-BOXLIFE.
-Pushmo.
-Papers, Please.
-Vesper.5.
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Torchkas
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« Reply #185 on: May 09, 2015, 06:01:19 AM »

this thread is shit
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Sik
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« Reply #186 on: May 09, 2015, 06:14:27 AM »

Can't remember its title now, but a game has been mentioned here a few times where there is optional violence that can be avoided entirely if one so wishes, except for the bosses. That's dumb. It breaks the whole setup.

Honestly that example sounds more like violence being optional is more of an accident than intended design. I bet a lot of games fit the bill without having been designed with that intention.
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gimymblert
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« Reply #187 on: May 09, 2015, 06:23:15 AM »

anyway to add to the list

old fallout
ikaruga
nethack
this war of mine

ikaruga seriously?


Also what about game that are still cool if we remove "killing" as a primary mechanics

- mass effect (even the ending can be done without killing, in fact combat was the bore)
- deus ex HR (fixed in the director edition)
- zelda?
- ? ? ?
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s0
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« Reply #188 on: May 09, 2015, 08:38:13 AM »

ikaruga seriously?

Quote
On the opposite end of the spectrum is the entirely original "bullet eater" or "dot eater" strategy, wherein the player does not shoot enemies, including bosses, which retreat after a set period.


Quote
Also what about game that are still cool if we remove "killing" as a primary mechanics

bioshock infinite

deadly premonition (was originally meant to be a pure adventure game without combat btw and would arguably be even cooler if they hadnt shoehorned combat into it last minute)

silent hill maybe?? shattered memories has no combat and is p good

penumbra (the devs actually did this themselves with amnesia haha)

a lot of story heavy rpgs that have mechanics other than fighting
« Last Edit: May 09, 2015, 08:51:36 AM by Silbereisen » Logged
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« Reply #189 on: May 09, 2015, 12:49:45 PM »

Putting these in a slightly separate category from true non-violent mechanics: games with overall the same gameplay loop as a standard combat game but without theming this as violence: there's an enemy-equivalent with an HP-equivalent stat, they are an obstacle to your progress, and when you get that stat to zero they cease to be an obstacle.

So the core overall gameplay loop often isn't super-innovative but there's still room for some creative innovation: the designer usually has to think up novel upgrade trees, powerups, etc. because they can't fall back on classic combat-oriented design tropes.

- Lili: Child of Geos (RPG where instead of attacking you pick flowers off of baddies' heads)
- Elebits (drain energy-providing beings of energy)
- Super 3D Noah's Ark (rampaging animals calm down when fed)
- Games where you're exorcising possessed people or converting heathens
- Similarly, games where you cure zombies or similar (I was reminded of this class of games by this LD's "Savior: On the Advantages of Unconventional Weaponry in Combating the Zombie Apocalypse")
- Sonic non-boss combat, technically
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« Reply #190 on: May 09, 2015, 08:29:33 PM »

Also, seriously, the topic.

"the tedium of violence as progression"

I'm guessing you're either 16 or an art major.
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InfiniteStateMachine
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« Reply #191 on: May 09, 2015, 09:48:11 PM »

ikaruga seriously?

Quote
On the opposite end of the spectrum is the entirely original "bullet eater" or "dot eater" strategy, wherein the player does not shoot enemies, including bosses, which retreat after a set period.


Quote
Also what about game that are still cool if we remove "killing" as a primary mechanics

bioshock infinite

deadly premonition (was originally meant to be a pure adventure game without combat btw and would arguably be even cooler if they hadnt shoehorned combat into it last minute)

silent hill maybe?? shattered memories has no combat and is p good

penumbra (the devs actually did this themselves with amnesia haha)

a lot of story heavy rpgs that have mechanics other than fighting

Oh my god, if deadly premonition didnt have those garbage fighting sequences I wouldnt be wincing at the notion of replaying it for the story.

Also, seriously, the topic.

"the tedium of violence as progression"

I'm guessing you're either 16 or an art major.

When you are right you are right. I can't think of any point in time where this wasn't a lame topic.
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oahda
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« Reply #192 on: May 09, 2015, 11:40:43 PM »

I just drove around the car in Deadly Premonition to learn more film trivia. That was the best part.
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quantumpotato
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« Reply #193 on: May 10, 2015, 04:04:29 AM »

History is a series of using violence as progression.

How do you think we survived the savannah?

Maybe games are a way of expressing complex emotions about our past.
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Sik
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« Reply #194 on: May 10, 2015, 05:38:15 AM »

Putting these in a slightly separate category from true non-violent mechanics: games with overall the same gameplay loop as a standard combat game but without theming this as violence: there's an enemy-equivalent with an HP-equivalent stat, they are an obstacle to your progress, and when you get that stat to zero they cease to be an obstacle.

Reminds me of

, which mechanic-wise is literally the usual top-down action game, but instead of being some rambo guy shooting other soldiers with bullets, you're a fireman "shooting" fire with water. (OK, there are a few robots, but they went haywire because of damaged circuits rather than having been made with the intention to kill you) Also it wasn't some evil guy who started the fire or something like that, just somebody being careless put together with negligence when designing the building.
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gimymblert
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« Reply #195 on: May 10, 2015, 06:06:21 AM »

History is a series of using violence as progression.

How do you think we survived the savannah?

Maybe games are a way of expressing complex emotions about our past.

That's not true, history is a serie of people building society together and making trade, where do you think all those villages and cities happen?
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gimymblert
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« Reply #196 on: May 10, 2015, 06:08:11 AM »


While there is shooting mini game, there is also a lot of under develop generic non violent gameplay that would be nice in other game.
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« Reply #197 on: May 10, 2015, 11:36:38 AM »

Don't know if they are related, but there are some disaster-games like SOS for the Snes and Disaster Report for the ps2 that appear similar. These games are non-violent as well.
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b∀ kkusa
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« Reply #198 on: May 10, 2015, 12:43:39 PM »

While the gameplay isn't violent , the setting is still violent here... In disasters game usually you have to follow a forced moral path.
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gimymblert
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« Reply #199 on: May 10, 2015, 01:14:53 PM »

I don't think that's the same violence that is discuss (the use of violence as a mechanics to solve problem ie fighting and force moral path is like most game anyway)
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