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  1. #11
    El_Cuervacho's Avatar Senior Member
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    "There are many players who have a job, a family, and who have shorter game sessions. And on these sessions, they want to make the most of it, advance the story, do the maximum number of missions."

    So, you force GS and grinding as a viable solution to this?
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  2. #12
    TrickShady's Avatar Senior Member
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    And with a time-locked battle rewards system.
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  3. #13
    They are bloody idiots. That’s the most out of touch I’ve read. What’s wrong with these absolute morons.
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  4. #14
    AI BLUEFOX's Avatar Senior Member
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    @Crockford

    That's not how I read his intent. He was using those points to illustrate why he thought game design has done what it has. The article is based around the title why run? He's explaining his view on why designs in all games may have gone that way and tend to force players to run or move fast.

    He goes on to say "There are ways to build an open world that allow the player, no matter where he comes from on the map and without imposing it, to have the opportunity to take the time to contemplate his environment, believes Charles on this subject . It is a question of rhythm rather than speed of movement: I think that one should not be afraid, as a designer, to propose more empty zones, without action, to make understand to the player that he can take the weather.

    Also the work from the Paris innovation lab that Esteban Giner describes is about slowing the pace. That is basically what the article is about; rethinking some of the aspects of game design and taking the pace out.
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  5. #15
    Well Blue, I hope your interpretation is more correct than mine.

    But again, he said those words I quoted. He had those thoughts. (Ones complete disconnected from the players, the franchise, and the genre.) And those are what we see manifested in Breakpoint. The fact that he is in an elevated position in the studio tells me others think this way, or at least support thinking this way. Hence the underscoring for me.
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  6. #16
    RaulO4's Avatar Senior Member
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    @crockfordCK

    Soul crushing you say?
    to that i say.. First Time?

    get used to it because this is UBI at its best.
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  7. #17
    hybridgryphon's Avatar Banned
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    #battlerewardsmatter
    #AITeamMatters
    #OfflineMatters
    #SpecialEventsMatter
    #YEARPASSMATTERSTOO

    You know what doesnt matter.....GOING SLOW LIKE UBIPARIS DEVELOPERS
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  8. #18
    Virtual-Chris's Avatar Senior Member
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    Good article.

    One thing that has always appealed to me about Ubisoft games was the ability to take my time. That is king for a tactical shooter, but even important to me in a game like Far Cry. Which is probably why I hate forced battle sequences like Far Cry 5 has or arena boss fights that don't let me disengage. I enjoy a good fire fight and even defensive missions but like to have options and be able to disengage.

    As for movement, in Wildlands and Breakpoint, I will often walk (walking simulator LOL), which is a delicate spot to find on a thumbstick controller as he mentions in the article. Sometimes I will jog in big open spaces... as it can be a bit boring to walk. And I'll usually only sprint when breaking contact with Unidad.

    Its interesting that in coop everyone is sprinting all the time... even indoors which is annoying AF. In fact, if we have to go more than 500m to our next objective, someone is calling Pac for a helicopter. It's insanely high paced. I'm not sure why, maybe it's the competitive nature of it. I suspect my friends are not as fast paced in their own games... only in coop. I will ask about it tonight.
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  9. #19
    Originally Posted by Virtual-Chris Go to original post
    Good article.

    One thing that has always appealed to me about Ubisoft games was the ability to take my time. That is king for a tactical shooter, but even important to me in a game like Far Cry. Which is probably why I hate forced battle sequences like Far Cry 5 has or arena boss fights that don't let me disengage. I enjoy a good fire fight and even defensive missions but like to have options and be able to disengage.

    As for movement, in Wildlands and Breakpoint, I will often walk (walking simulator LOL), which is a delicate spot to find on a thumbstick controller as he mentions in the article. Sometimes I will jog in big open spaces... as it can be a bit boring to walk. And I'll usually only sprint when breaking contact with Unidad.

    Its interesting that in coop everyone is sprinting all the time... even indoors which is annoying AF. In fact, if we have to go more than 500m to our next objective, someone is calling Pac for a helicopter. It's insanely high paced. I'm not sure why, maybe it's the competitive nature of it. I suspect my friends are not as fast paced in their own games... only in coop. I will ask about it tonight.
    I'd walk more if the act of moving around felt more like you're in hostile territory. Right now you can land a helicopter right next to a base without anyone noticing.
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  10. #20
    Jo_Woo's Avatar Junior Member
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    now if it is was in English

    edit: ok, nm...I re-read and saw the comment about translating...doh!
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