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	<title>Comments on: Back on Mass Effect</title>
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	<description>Inductive Game Design Research</description>
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		<title>By: Cucky Lunt</title>
		<link>http://gamedesignreviews.com/scrapbook/back-on-mass-effect/comment-page-1/#comment-520</link>
		<dc:creator>Cucky Lunt</dc:creator>
		<pubDate>Mon, 11 May 2009 10:01:00 +0000</pubDate>
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		<description>I totally agree with your comment... achievements have totally changed the way I play video games, in a lot of ways. Most of these are positive, including playing at harder difficulties which I never used to do but I think playing certain games at the hardest difficulty gives them a considerably longer life in the console and tends to make the experience more worthwhile (specifically Stranglehold, COD: World at War, Ninja Gaiden 2, COD 2, GOW 1 &amp; 2). I also found Halo 3 much more enjoyable at the hard setting makes you hold back a bit considering weapons and tactics instead of just charging in shooting anything in your way. I also like the way achievements allow developers to lead gamers to something in a game they may have not found otherwise (e.g. the singing vortigaunt cave in HL2, Sander Cohen&#039;s apartment in Bioshock). Even some of the worst achievements allow great replay value (the terrible flag achievements in Assassin&#039;s Creed give me an excuse to run around the cities again jumping from building to building which is great fun but I feel I would never do it if there wasn&#039;t something in it, even a measly 10 Gpoints which mean nothing). But I don&#039;t like achievements that negatively affect the way you play a game, such as kill X enemies with weapon Y times, sometimes these feel like a chore especially if the weapon sucks and is something you would never use. But I think achievements as a whole have really enriched the gaming experince.</description>
		<content:encoded><![CDATA[<p>I totally agree with your comment&#8230; achievements have totally changed the way I play video games, in a lot of ways. Most of these are positive, including playing at harder difficulties which I never used to do but I think playing certain games at the hardest difficulty gives them a considerably longer life in the console and tends to make the experience more worthwhile (specifically Stranglehold, COD: World at War, Ninja Gaiden 2, COD 2, GOW 1 &amp; 2). I also found Halo 3 much more enjoyable at the hard setting makes you hold back a bit considering weapons and tactics instead of just charging in shooting anything in your way. I also like the way achievements allow developers to lead gamers to something in a game they may have not found otherwise (e.g. the singing vortigaunt cave in HL2, Sander Cohen&#39;s apartment in Bioshock). Even some of the worst achievements allow great replay value (the terrible flag achievements in Assassin&#39;s Creed give me an excuse to run around the cities again jumping from building to building which is great fun but I feel I would never do it if there wasn&#39;t something in it, even a measly 10 Gpoints which mean nothing). But I don&#39;t like achievements that negatively affect the way you play a game, such as kill X enemies with weapon Y times, sometimes these feel like a chore especially if the weapon sucks and is something you would never use. But I think achievements as a whole have really enriched the gaming experince.</p>
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		<title>By: Simon Ferrari</title>
		<link>http://gamedesignreviews.com/scrapbook/back-on-mass-effect/comment-page-1/#comment-512</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Mon, 04 May 2009 03:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/back-on-mass-effect/#comment-512</guid>
		<description>The weird thing about L4D is that it isn&#039;t a straightforward rubber band. Sometimes it&#039;s too easy, but more often than not it throws a little bit too much at you at once (on Expert that is, Normal is for boys).&lt;br /&gt;&lt;br /&gt;Anyhow, awesome time on Gears of War. I have to admit, the first time I played through by myself I didn&#039;t even use the light beam on the Kryll or whatever they&#039;re called. Just kept trying til I outran them. Was much more fun to work it out together on super hard!&lt;br /&gt;&lt;br /&gt;And now you&#039;ve got me wanting to finish my third and final playthrough of Mass Effect. Damn you!</description>
		<content:encoded><![CDATA[<p>The weird thing about L4D is that it isn&#8217;t a straightforward rubber band. Sometimes it&#8217;s too easy, but more often than not it throws a little bit too much at you at once (on Expert that is, Normal is for boys).</p>
<p>Anyhow, awesome time on Gears of War. I have to admit, the first time I played through by myself I didn&#8217;t even use the light beam on the Kryll or whatever they&#8217;re called. Just kept trying til I outran them. Was much more fun to work it out together on super hard!</p>
<p>And now you&#8217;ve got me wanting to finish my third and final playthrough of Mass Effect. Damn you!</p>
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		<title>By: Krystian Majewski</title>
		<link>http://gamedesignreviews.com/scrapbook/back-on-mass-effect/comment-page-1/#comment-511</link>
		<dc:creator>Krystian Majewski</dc:creator>
		<pubDate>Sun, 03 May 2009 23:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/back-on-mass-effect/#comment-511</guid>
		<description>Haha, well since I&#039;ve unlocked the assault rifle achievement, I could get a assault rifle skill when I rolled the character so at least I don&#039;t have to stick with a pistol. It&#039;s still very hard. I had to actually give up on one of the side missions because I couldn&#039;t get past a fight. Those damn Turians are nearly invincible! But I can already see how the game gets easier (and less engaging) with better stats and equipment. I later returned to that mission with a better gun and made it on my second try or so.&lt;br /&gt;&lt;br /&gt;To be honest I have no clue how I would deal with that situation as a designer. The problem here is all that strategic finesse is only possible after I played the game for so long and know how it works. Also, I know that not everybody enjoys a challenge as I do. I know my girlfriend gives up very quickly when she gets into a situation where she dies frequently. So it&#039;s a kind of joy that is reserved for experienced and &quot;hardcore&quot; gamers. In a way, I needed at least one playtrough to get familiar with the game so I know it&#039;s rules and how to leverage them... but then, a Tutorial would also have helped ;-)&lt;br /&gt;&lt;br /&gt;The problem is also that it is a RPG where you need to get the impression that the character is growing. If this was a mission-based game it would be easier.&lt;br /&gt;&lt;br /&gt;And I don&#039;t like &quot;rubber band AI&quot; that automatically adjusts. I want a pre-defined experience so I can grow trying to overcome it.</description>
		<content:encoded><![CDATA[<p>Haha, well since I&#8217;ve unlocked the assault rifle achievement, I could get a assault rifle skill when I rolled the character so at least I don&#8217;t have to stick with a pistol. It&#8217;s still very hard. I had to actually give up on one of the side missions because I couldn&#8217;t get past a fight. Those damn Turians are nearly invincible! But I can already see how the game gets easier (and less engaging) with better stats and equipment. I later returned to that mission with a better gun and made it on my second try or so.</p>
<p>To be honest I have no clue how I would deal with that situation as a designer. The problem here is all that strategic finesse is only possible after I played the game for so long and know how it works. Also, I know that not everybody enjoys a challenge as I do. I know my girlfriend gives up very quickly when she gets into a situation where she dies frequently. So it&#8217;s a kind of joy that is reserved for experienced and &#8220;hardcore&#8221; gamers. In a way, I needed at least one playtrough to get familiar with the game so I know it&#8217;s rules and how to leverage them&#8230; but then, a Tutorial would also have helped <img src='http://gamedesignreviews.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>The problem is also that it is a RPG where you need to get the impression that the character is growing. If this was a mission-based game it would be easier.</p>
<p>And I don&#8217;t like &#8220;rubber band AI&#8221; that automatically adjusts. I want a pre-defined experience so I can grow trying to overcome it.</p>
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		<title>By: Simon Ferrari</title>
		<link>http://gamedesignreviews.com/scrapbook/back-on-mass-effect/comment-page-1/#comment-510</link>
		<dc:creator>Simon Ferrari</dc:creator>
		<pubDate>Sun, 03 May 2009 20:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://gamedesignreviews.com/reviews/back-on-mass-effect/#comment-510</guid>
		<description>Oh man, thanks for the reference and the support for my assertion! I saw you playing Insane with an Adept the other night and audibly said &quot;fuck that&quot; in front of my girlfriend. I played Normal as an Adept, and it was probably the most difficult combination for my abilities at the time. Being limited to a pistol and a few sometimes ineffectual magical powers makes for some really intense teamwork and firefighting.&lt;br /&gt;&lt;br /&gt;It makes you wonder though, right? Is the optimal solution to allow a number of fine-granularity difficulty sliders, or a procedural system that gauges the enemy, your team makeup, and your performance to vary up each encounter? The first is decidedly data-intensive while the second is process-intensive (so Crawford and Costikyan would go with the second option), but in practice its really hard to tell if its working properly (like in Left 4 Dead, how smart is the AI Director exactly?).</description>
		<content:encoded><![CDATA[<p>Oh man, thanks for the reference and the support for my assertion! I saw you playing Insane with an Adept the other night and audibly said &#8220;fuck that&#8221; in front of my girlfriend. I played Normal as an Adept, and it was probably the most difficult combination for my abilities at the time. Being limited to a pistol and a few sometimes ineffectual magical powers makes for some really intense teamwork and firefighting.</p>
<p>It makes you wonder though, right? Is the optimal solution to allow a number of fine-granularity difficulty sliders, or a procedural system that gauges the enemy, your team makeup, and your performance to vary up each encounter? The first is decidedly data-intensive while the second is process-intensive (so Crawford and Costikyan would go with the second option), but in practice its really hard to tell if its working properly (like in Left 4 Dead, how smart is the AI Director exactly?).</p>
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