Joined: Feb 2008
RE: Compiled list of confirmed T4 features
(15-03-2011 03:32 PM)CoconutKid Wrote:
(12-03-2011 07:38 PM)LeaT Wrote: ... It's kind of annoying when the difficulty of a scenario relies on things you cannot control, so in reality there is nothing wrong with your gameplay, ... [but?]
I just can't relate that to gaming in general, let alone T3.
What am I missing?
he means randomly generated events that have no bearing on what you're actually doing in the game itself, they exist only as an easy way to give the user "something to do". there is absolutely no strategy you can execute to prevent this from happening or soften the blow, besides saving up enough money to replace whatever gets destroyed.
eg. the fickle fortune scenario, there may be scripted warnings that something bad will happen, but unless you've played it before there's no way of knowing that around the spring of 1980 a hurricane will destroy random key buildings in your city, and there's nothing you can do about it besides rebuild.
some can argue that it's kind of "realistic" and that disasters do happen, but the way this is abused in games is just tedious imo. take the recent earthquake/tsunami in japan, there's no way they could have prevented it, people died and buildings were destroyed. but there were countermeasures in place that prevented many a loss, ie. forward thinking architecture and breakwalls kept reactors from completely melting down, and killing/displacing even more people. the winds blow in tropico, and *poof* your power plants/apartment buildings are gone. not trying to say that games should mimic real life to the same degree, but the addition of a few variables could add some much needed depth to make it way more interesting to play.
|24-03-2011 04:16 AM