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>you must not kill enemies in order to obtain a good ending. You can only knock them out
Why the fuck do devs put this shit into their games?
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>>737176981
Skill issue.
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>>737176981
I was literally just watching this show
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>>737177801
you are not special
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Why is L*sa consistently the single worst character in the entire fucking show
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>>737176981
In the case of metal gear, it's to make you use the mechanics better.
In anything else, fuck knows.
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>ugh why is killing considered not good? stupid world!
how's your manifesto coming along?
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>>737176981
>knocking people out is significantly more effective than killing them
This is why Thief is a bad game
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>>737176981
how many games besides dishonored do this?
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>>737177875
Liberal Jewish writer’s mouth piece. What makes her insufferable is the show’s inability to recognise that she is because it was unintended. Because it’s the writer’s themselves that’s being reflected
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>>737177840
yeah but did you see the way my pepe is looking at OP's pic
that's pretty cool
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>>737176981
>game gives you several means of taking down enemies
>like one or two non-lethal options
>most of the coolest ones are lethal
>game scolds you for being a murderer if you use the cool lethal options
Then why the fuck did you put them there you niggerfaggots
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>>737177996
you know what, that is pretty cool
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>>737176981
answer this: what's the difference between knocking out an enemy who won't get back up and killing? the age rating
understand now?
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>>737178001
It's easy to be a saint in paradise. The choice to be good is good only because it is difficult.
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>>737176981
>you must not kill enemies in order to obtain a good ending. You can only give them permanent brain damage through severe concussion
wtf do video game devs mean by this?
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>>737177971
Metro, Vampyr, Metal Gear to some degree
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>>737177801
name?
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>>737176981
It's your fault for giving a shit what is the "good" ending.
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Going off topic a bit and thinking about the issue in a gameplay sense, most stealth games make taking out a guard too easy and safe. it should feel like more of a contrivance you need to risk rather than the default easiest path you should always take.
I feel like mgs3 got sort of close if you ignore the cqc grab, your only fast movement option putting you upright and visible, and enemy hearing requiring you to stalk in order to maintain stealth within close distance(crawling noise would alert them).
the massive focus put on crouch walking has overall been a negative for stealth games imo.
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>>737176981
>>737178057
if the game is well made its usually harder than killing to add challenge, if the game is poorly made there is little to no difference
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>>737178861
ignore the cqc grab and the tranq gun* obviously.
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>>737176981
because killing enemies prevents them from acting, which makes the game easier
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If you think about Thief is a largely flawed game because of this. Knocking people out is the optimum method of play; it's fast, silent and doesn't leave a mess. Killing people is loud, they fight and even if you kill them there's both a body and blood. As such the optimum way to play is just knock everyone out and run around an empty level. You also have a broader problem of being detected and guards looking for you, only to give up which is contrived to make the game work. Obviously if you see some guy running around your bank you're not going to be like "oh, i thought i saw something" and go back to being normal.

I've thought about this a bunch and i don't think there's a neat solution. The easiest would be to just end the level if you're detected, because guards would assumedly lock everything down but this doesn't really work because of the length of a Thief level; it also would lead to save scumming, which you can already do. The Yahtzee game Trilby Art of Theft does this but the level are much smaller.

You could just limit how many people you can knock out like certain thief levels but that's ultimately arbitary and immersion breaking.
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>>737176981
Two reasons:
One, it's a form of moralfaggotry mixed with feel-good virtuewank over 'nonviolent conflict resolution'.
Two, devs are afraid of normgroids realizing that the violence is the supreme form of authority from which all other authorities are derived.
Thus, bad endings are pure cope on devs' part since they couldn't provide an entertaining nonlethal gameplay counterpart or even a worthwhile in-game incentive to go nonlethal, so they cheap-out and hinge the ending cutscene on it.
There of course will be retarded sycophants going 'doing good deeds should be a reward in of itself', which is a retarded moral that ultimately has an underlying message of 'be useful and nonviolent while expecting nothing in return, goy'.
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>>737178001
MGSV is still the best game to do this because if you put enough GMP into your arms research and run FOBs you can get most if not all the cool guns and tools reskined to be nonlethal.
Also the game having 3 different nonlethal types (tranq, stun, and hold-ups) so there's some actual strategy to be had instead of just tranqing every enemy you see for 15 minutes
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bad elements in society conditioning you to have mercy on them when things finally break loose
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>>737177840
https://www.youtube.com/watch?v=5RaU8K8sLTM



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