Review criticisms: Difference between revisions

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Of course, this feature is only as "underused" as the player underuses it, but the point I took away from this was that it is rarely useful/smart to use stealth. It's too easy to be spotted with the way the enemy walks and turns around from time to time, and the benefit seems pretty negligible to taking someone out stealthily, so I think that's why we don't take the time to sneak around more often. It seems to me that fixing this might require moving some obstacles around in levels, and editing patrol paths, and possibly finding some way to make stealth a rewarding approach that can be used in place of charging in every time. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Of course, this feature is only as "underused" as the player underuses it, but the point I took away from this was that it is rarely useful/smart to use stealth. It's too easy to be spotted with the way the enemy walks and turns around from time to time, and the benefit seems pretty negligible to taking someone out stealthily, so I think that's why we don't take the time to sneak around more often. It seems to me that fixing this might require moving some obstacles around in levels, and editing patrol paths, and possibly finding some way to make stealth a rewarding approach that can be used in place of charging in every time. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:Agreed. One thing at a time though, I can't do all the scripting here. -_- [[User:Gumby|Gumby]]




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Another reviewer coins a term for this: "samey". He laments that a game with so much action could feel repetitive. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
Another reviewer coins a term for this: "samey". He laments that a game with so much action could feel repetitive. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
:I'd like some more things like with Warehouse (have to save an AI who can open the doors, etc...if your AI dies, you are SOL and lose...like in Loser's mod) [[User:Gumby|Gumby]]


{{pullquote|color=red|inset=5%|There’s some promise shown early on with disabling the Deadly Brain even though it’s a modified jumping puzzle but it’s not found anywhere else. More innovation would have been welcomed.}}


{{pullquote|color=red|inset=5%|There’s some promise shown early on with disabling the Deadly Brain even though it’s a modified jumping puzzle but it’s not found anywhere else. More innovation would have been welcomed.}}
Well, the Deadly Brain "puzzle" <u>is</u> found one more time... but I don't think that invalidates the point he/she is making. --
:I don't like gimmicky things like this, but to each his own. [[User:Gumby|Gumby]]


Well, the Deadly Brain "puzzle" <u>is</u> found one more time... but I don't think that invalidates the point he/she is making. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)




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There's nothing wrong with a learning curve, of course. But wouldn't we all, as newbies, have welcomed a return to the training level, to practice moves that you had newly obtained? This is more practical, story-wise, if the room is indeed in virtual space, as there is some indication. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
There's nothing wrong with a learning curve, of course. But wouldn't we all, as newbies, have welcomed a return to the training level, to practice moves that you had newly obtained? This is more practical, story-wise, if the room is indeed in virtual space, as there is some indication. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:There are a few spots in the game where there is an empty level slot...but remember there is a point in the game where you can't go back to the nice training room. :)




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This statement actually feels overly generous to me. <u>Are</u> there really multiple paths to each goal? Certainly in some places, but I don't feel that Oni is consistent in this; surely with such large levels, we can find some way to make things a bit more non-linear? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
This statement actually feels overly generous to me. <u>Are</u> there really multiple paths to each goal? Certainly in some places, but I don't feel that Oni is consistent in this; surely with such large levels, we can find some way to make things a bit more non-linear? --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:More scripting :( [[User:Gumby|Gumby]]




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This sounds like, not a criticism of the AI's general intelligence, but of the fact that in situations like the attack on TCTF HQ, your allies can't even follow you to other floors. This seems like a scripting flaw to me, not an AI2 problem. Also, look at gmsly's approach to [http://www.youtube.com/watch?v=AvbTT64WDzE using teams] (see 1:40 and 1:50) and tell me that's not exactly what the reviewer would have loved to see. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
This sounds like, not a criticism of the AI's general intelligence, but of the fact that in situations like the attack on TCTF HQ, your allies can't even follow you to other floors. This seems like a scripting flaw to me, not an AI2 problem. Also, look at gmsly's approach to [http://www.youtube.com/watch?v=AvbTT64WDzE using teams] (see 1:40 and 1:50) and tell me that's not exactly what the reviewer would have loved to see. --[[User:Iritscen|iritscen]] 04:36, 9 December 2008 (CET)
 
:Indeed, we can add more characters to the levels. I need to play gmsly's script sometime, but it looks good. [[User:Gumby|Gumby]]


===Technical Stuff===
===Technical Stuff===

Revision as of 05:37, 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! -- User:Iritscen">