View Full Version : The Director
LookBehindU
12-24-2008, 04:28 PM
As anyone who has heard about Left 4 dead will know; all enemy, weapon, and item spawns are controlled by an AI . I was thinking that Bioshock 2 would benefit highly from this type of gameplay. Splicers don't really spawn often enough or in large enough numbers to present a great deal of challenge when performing the search and find missions that make up most of the game. What does the forum think? would Bioshock 2's gameplay prosper under the guidance of the director?
Majoras incarnation
12-24-2008, 05:27 PM
Some of the set pieces in the first were excellent...why would we want to ruin that with randomization...granted if they got a LOT of different ways for set pieces to play out and had the director determine those...that could work
Example: The Dental office fog scare from the first game: lets say it makes some kind of comeback in the second, it could play out any number of ways (three listed due to lack of creativity on my part =P) it could play like it does in the first game (fog fills the room and a splicer spawns behind you), it could have the fog mask your vision followed by a series of murderous yells and shouts then the room would be empty....and they would run in the moment you turned your back from the entry to the room, or they could have the patient in the dental chair leap up and attack when you try to move out the door
Cohen's Masterpiece
12-24-2008, 07:52 PM
I dunno, the way the 1st one was formatted was good, no GREAT :D
LookBehindU
12-24-2008, 08:30 PM
I dunno, I found every part of Bioshock amazing... but then there was the total lack of difficulty. because I felt no challenge I never felt the fear a game made out to be a survival horror is supposed to bring. All randomly spawned enemies often only came in groups of one and could be taken out in a matter of seconds. There was rarely ever a moment of feeling like I was in danger because I knew that that voice spouting insane babbling nearby would be alone and could be easily silenced with a bolt of lighting and one swing of the trusty wrench.
I'm not saying to take the preset scare scenes away. Those were the only moments that really made me jump. What I am saying is that we should be given some simple randomly placed ones(diferent each time we play) that will keep us always nervously looking around us even after several playthroughs.
Shruggs
12-28-2008, 05:19 AM
I like this idea. Ofcourse we need our scripted scenes but a little randomness might be nice. How much though? Random types of Big Daddy spawned in random numbers... this could be a great idea!
pLaZMid3.0
12-29-2008, 10:51 AM
Some of the set pieces in the first were excellent...why would we want to ruin that with randomization...granted if they got a LOT of different ways for set pieces to play out and had the director determine those...that could work
Example: The Dental office fog scare from the first game: lets say it makes some kind of comeback in the second, it could play out any number of ways (three listed due to lack of creativity on my part =P) it could play like it does in the first game (fog fills the room and a splicer spawns behind you), it could have the fog mask your vision followed by a series of murderous yells and shouts then the room would be empty....and they would run in the moment you turned your back from the entry to the room, or they could have the patient in the dental chair leap up and attack when you try to move out the door
I agree, I mean there is alot of ways that would make the game predictable if there was a lack of game randomization, then people would have there own experience not just the one the read in the magazine and seen on youtube.
Randomization makes the game a bewilderment with the suprises you get. I mean the dentist scene, I knew about because I saw it on youtube. Which kinda spoiled it a bit.
Anyways keep the randomization! :p