Review criticisms: Difference between revisions

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Long-term, my hope is that this page may provide a vision that goes beyond the current approach we're taking to the AE. After all, if we can actually, gradually, improve on the elements of Oni that <u>non</u>-dedicated fans thought were lacking, that gives us the best chance of bringing new people into the fandom and demonstrating to those who have rights to Oni what the game's potential is.
Long-term, my hope is that this page may provide a vision that goes beyond the current approach we're taking to the AE. After all, if we can actually, gradually, improve on the elements of Oni that <u>non</u>-dedicated fans thought were lacking, that gives us the best chance of bringing new people into the fandom and demonstrating to those who have rights to Oni what the game's potential is.


Finally, keeping in mind a certain complaint made about the last brainstorming page I made, I don't think there is such a thing as "too many ideas", or that making suggestions takes focus away from other work. True, reading through these quotes and talking about them takes time, but far less time than actually working on them. The idea here is to offer notions for future work. But anyone who's signed up for the [[AE:Team|AE Team]] is working on what they are assigned to/volunteered for, from a set list of tasks. So the ones who shouldn't be distracted by this ''won't'' be. The most important phase of any project is the part where ideas are generated, and the best are selected out of the rest, and worked on. '''Without all possible ideas on the table, we can't make the best use of our time and energy.''' Okay, enough rambling, on with the quotes! -- [[User:Iritscen]]}}
Finally, keeping in mind a certain complaint made about the last brainstorming page I made, I don't think there is such a thing as "too many ideas", or that making suggestions takes focus away from other work. True, reading through these quotes and talking about them takes time, but far less time than actually working on them. The idea here is to offer notions for future work. But anyone who's signed up for the [[AE:Team|AE Team]] is working on what they are assigned to/volunteered for, from a set list of tasks. So the ones who shouldn't be distracted by this ''won't'' be. The most important phase of any project is the part where ideas are generated, and the best are selected out of the rest, and worked on. '''Without all possible ideas on the table, we can't make the best use of our time and energy.''' Okay, enough rambling, on with the quotes! -- [[User:Iritscen|Iritscen]]}}




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::Is it feasible to hack the WMDDs or whatever, to add a new screen where keys are set? The Daodan can monitor what's actually done on that screen, so as to write the appropriate changes to key_config.txt (this leaves the Mac out, of course :-( ). That way we could present an actual Oni-like, in-game screen for changing these settings. You already added the Options button to the mid-game Main Menu, so that's what made me wonder if this was possible. --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
::Is it feasible to hack the WMDDs or whatever, to add a new screen where keys are set? The Daodan can monitor what's actually done on that screen, so as to write the appropriate changes to key_config.txt (this leaves the Mac out, of course :-( ). That way we could present an actual Oni-like, in-game screen for changing these settings. You already added the Options button to the mid-game Main Menu, so that's what made me wonder if this was possible. --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
:::Hacking WMDDs = complicated. I would just have a win32 dialog pop up, simple as that. [[User:Gumby|Gumby]]
:::Hacking WMDDs = complicated. I would just have a win32 dialog pop up, simple as that. [[User:Gumby|Gumby]]


{{pullquote|color=red|inset=5%|Oni automatically saves your game at certain points of a mission, but there's no way to save your progress whenever you want to.}}
{{pullquote|color=red|inset=5%|Oni automatically saves your game at certain points of a mission, but there's no way to save your progress whenever you want to.}}
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::What don't you like about it? Saying that an idea is a bad one *is* a valid response to any of these points, after all, but I want to know why you feel that way. --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
::What don't you like about it? Saying that an idea is a bad one *is* a valid response to any of these points, after all, but I want to know why you feel that way. --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
:::You either like the autodash or you don't. I don't see why you would want both. I _suppose_ we could replace walk anims with dash anims. Hey, now there is an idea. [[User:Gumby|Gumby]]
:::You either like the autodash or you don't. I don't see why you would want both. I _suppose_ we could replace walk anims with dash anims. Hey, now there is an idea. [[User:Gumby|Gumby]]




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{{pullquote|color=red|inset=5%|Violating one of the ten commandments of game design, Bungie for some reason decided to not include the option of skipping cutscenes. We wouldn't have had a problem if we were forced to watch a cutscene the first time, but, thanks to the autosave issue, you may be forced to watch the same cut scene over and over again.}}
{{pullquote|color=red|inset=5%|Violating one of the ten commandments of game design, Bungie for some reason decided to not include the option of skipping cutscenes. We wouldn't have had a problem if we were forced to watch a cutscene the first time, but, thanks to the autosave issue, you may be forced to watch the same cut scene over and over again.}}


We already have a solution to this, courtesy of Gumby, although it is not yet part of the AE. This quote can be considered a reminder that it should be, though. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
We already have a solution to this, courtesy of Gumby, although it is not yet part of the AE. This quote can be considered a reminder that it should be, though. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
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Gumby tells me this is easily fixed. Are there any downsides, in terms of either technical issues or gameplay issues, to letting the weapons hang around all the time? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Gumby tells me this is easily fixed. Are there any downsides, in terms of either technical issues or gameplay issues, to letting the weapons hang around all the time? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:Shouldn't be.
:Shouldn't be. -- [[User:Gumby|Gumby]]
 




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I think this is a very valid point about a flaw in the gameplay's balance. To this end, Gumby has experimented with the AI's accuracy setting, which inexplicably is set to 1 (basically, "god-like") in the ONCCs even though a wide range of accuracy is possible. We've found that a setting of 3 (that right, Gumby?) seems to give the AI realistic human-like accuracy. Anyone else have any thoughts on this subject? And let's get that movie up here, Gumby, where you adjust the skill setting in realtime. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
I think this is a very valid point about a flaw in the gameplay's balance. To this end, Gumby has experimented with the AI's accuracy setting, which inexplicably is set to 1 (basically, "god-like") in the ONCCs even though a wide range of accuracy is possible. We've found that a setting of 3 (that right, Gumby?) seems to give the AI realistic human-like accuracy. Anyone else have any thoughts on this subject? And let's get that movie up here, Gumby, where you adjust the skill setting in realtime. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:Yes, three is a good amount. [[User:Gumby|Gumby]]
:Yes, three is a good amount. [[User:Gumby|Gumby]]




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My feeling is that modern computers should be able to handle our adding some interior decoration to some levels. But -- let's just say we added a water cooler for the sake of discussion -- how would Oni handle collision with it? Is this going to be a problem? --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
My feeling is that modern computers should be able to handle our adding some interior decoration to some levels. But -- let's just say we added a water cooler for the sake of discussion -- how would Oni handle collision with it? Is this going to be a problem? --[[User:Iritscen|iritscen]] 16:46, 9 December 2008 (CET)
:If it were baked in, we just place a collision box around it. If it were movable furniture, it would be buggy. Collisions are broken.[[User:Gumby|Gumby]]
:If it were baked in, we just place a collision box around it. If it were movable furniture, it would be buggy. Collisions are broken.[[User:Gumby|Gumby]]




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Could be considered a game design issue rather than a graphics issue... or not an issue at all, since Oni takes place in realistic settings, thus one should not expect fantastical levels (dream level aside). In what ways could we make the offices and such more distinct, or are they distinct enough already? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Could be considered a game design issue rather than a graphics issue... or not an issue at all, since Oni takes place in realistic settings, thus one should not expect fantastical levels (dream level aside). In what ways could we make the offices and such more distinct, or are they distinct enough already? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:We could put posters up easily :P That is about it that I can think of right now. [[User:Gumby|Gumby]]
:We could put posters up easily :P That is about it that I can think of right now. [[User:Gumby|Gumby]]




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This *is* true, isn't it, about Oni not being in 32-bit color? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
This *is* true, isn't it, about Oni not being in 32-bit color? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:It ranges from 32bit to less+alpha. Close enough. The problem is the crappy textures. [[User:Gumby|Gumby]]
:It ranges from 32bit to less+alpha. Close enough. The problem is the crappy textures. [[User:Gumby|Gumby]]





Revision as of 17:34, 9 December 2008

What can we do to improve on the original Oni?
from the mouths of the critics


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I've been trying to think of what we really can do at this point to truly improve Oni. IE: If Oni was rated a 7 in some gaming magazine, [how] we['d raise] it to an 8.

—Gumby


The above thought really put things into perspective for me. Right now, our main focus for the AE is adding BGI. That's a good idea, because it was originally part of the game before cuts were made... but overall, the approach to the AE has been one of adding new content, instead of stepping back and asking what made the Oni of 2001 get the middling scores that it did. Loving what we love about the game, it can be hard to see the game objectively. We usually come up with ideas that make Oni more complex or that tweak it minorly, but rarely are we able to get to the heart of what prevented Oni from getting the highest marks. So I decided to poll the reviews that Oni was given, and use their words. It's not that we aren't capable of criticizing Oni... but it is harder for us than it is for them; they're paid to criticize!

Following are some quotes that I thought offered "food for thought". I haven't bothered to attribute them; I'm not writing a research paper here; besides, I want us to focus on what was said, not who said it. All quotes come from either reviews listed on the Reviews page, or from the list that Metacritic used to determine Oni's average score of 7.3/10. You might find it difficult to read this all at once, as it's a lot of criticism for our beloved game. I suggest you take it in doses or you will get bitter or overwhelmed, and possibly mad at me for collecting all these critical quotes ^_^;

This page is titled rather informally because I want it to be viewed as only that, "food for thought", not as some task or burden that someone has to deal with; these are just things to talk about, nothing more :-). You may feel that some of the criticisms made here can't be fixed without tons of work or the source code for the game. That may be the case, but I felt it was important to be thorough, not to filter my findings for "practicality". Other things listed here you may not think to be a problem at all. If enough people feel that way, we can strike the item off the page, but I wanted to put as many critical points out there as I could find (minus a few comments that were just totally out of touch with what Oni is supposed to be). I've also left out what might be complaint #1 -- "no multiplayer" -- since that is already being worked on, and the dead horse needn't be beaten any more than it already has over the last seven years.

Long-term, my hope is that this page may provide a vision that goes beyond the current approach we're taking to the AE. After all, if we can actually, gradually, improve on the elements of Oni that non-dedicated fans thought were lacking, that gives us the best chance of bringing new people into the fandom and demonstrating to those who have rights to Oni what the game's potential is.

Finally, keeping in mind a certain complaint made about the last brainstorming page I made, I don't think there is such a thing as "too many ideas", or that making suggestions takes focus away from other work. True, reading through these quotes and talking about them takes time, but far less time than actually working on them. The idea here is to offer notions for future work. But anyone who's signed up for the AE Team is working on what they are assigned to/volunteered for, from a set list of tasks. So the ones who shouldn't be distracted by this won't be. The most important phase of any project is the part where ideas are generated, and the best are selected out of the rest, and worked on. Without all possible ideas on the table, we can't make the best use of our time and energy. Okay, enough rambling, on with the quotes! -- Iritscen">