1. #11
    LuckyBide's Avatar Senior Member
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    I'm usually not for random things in stealth games but in that situation I think it could be useful and adds some tension. Only because the randomness in that situation would not go against the player. If the player pays attention to his surroundings while doing the interrogation then he'd press the button as soon as a NPC would approach. If he doesn't see that NPC or if he doesn't care and take the risk to continue the interrogation then he would only have himself to blame. And I feel that the random aspect of the guard yelling or not would emphasize that risk-taking.

    Now something tied to enemy archetype could possibly work as well and it would probably make more sense. However I think there wouldn't be any real challenge after the first missions as the player would directly detect and know which type of enemy archetype have been programmed by the devs to yell.
    So I don't know, maybe a mix of both systems would be the best, being more believable and giving to the player the real feeling of taking a risk that could pay off or turn things upside down.

    Anyway even if it has to have a part of randomness, I think this should represent a small percentage of risks and at the same time be tied to the difficulty level (ofc).
    The guard yelling should not be too rare to encourage the players to be careful all the time during interrogations but it shouldn't occur too often either otherwise players would end up hating that mechanic and not taking any risks anymore.

    PS: I have illustrated the "Y" button from the Xbox controller in the comic strip. However that was just as an example. Thinking more about it now, maybe "LB" or "RB" would be more appropriate as the player would have his/her right thumb available for the right stick and be able to move the camera.
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  2. #12
    Originally Posted by LuckyBide Go to original post
    Thanks

    I'm usually not for random things in stealth games but in that situation I think it could be useful and adds some tension. Only because the randomness in that situation would not go against the player. If the player pays attention to his surroundings while doing the interrogation then he'd press the button as soon as a NPC would approach. If he doesn't see that NPC or if he doesn't care and take the risk to continue the interrogation then he would only have himself to blame. And I feel that the random aspect of the guard yelling or not would emphasize that risk-taking.
    I think as long as it weren't a random QTE thing, it'd be fine for me. I'd want the same button, for example, so I could be ready for it.

    Now something tied to enemy archetype could possibly work as well and it would probably make more sense. However I think there wouldn't be any real challenge after the first missions as the player would directly detect and know which type of enemy archetype have been programmed by the devs to yell.
    So I don't know, maybe a mix of both systems would be the best, being more believable and giving to the player the real feeling of taking a risk that could pay off or turn things upside down.
    Yeah, I don't think I would have it be a guarantee, more that a certain type of guard would be more likely to scream when grabbed.

    Anyway even if it has to have a part of randomness, I think this should represent a small percentage of risks and at the same time be tied to the difficulty level (ofc).
    The guard yelling should not be too rare to encourage the players to be careful all the time during interrogations but it shouldn't occur too often either otherwise players would end up hating that mechanic and not taking any risks anymore.
    I think it could work, it'd just need to be balanced. Still, I don't want to ever have to interrogate; I would always want a ghosting alternative to get the information. But the option is nice, and I wouldn't mind a few more things to consider if I was doing that type of playthrough.

    PS: I have illustrated the "Y" button from the Xbox controller in the comic strip. However that was just as an example. Thinking more about it now, maybe "LB" or "RB" would be more appropriate as the player would have his/her right thumb available for the right stick and be able to move the camera.
    I would - I'm always looking around if I've got someone grabbed. lol
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  3. #13
    LuckyBide's Avatar Senior Member
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    Originally Posted by CoastalGirl Go to original post
    I think as long as it weren't a random QTE thing, it'd be fine for me. I'd want the same button, for example, so I could be ready for it.
    Oh yeah. If it was up to me, QTEs would be banned from all games haha.


    Originally Posted by CoastalGirl Go to original post
    Yeah, I don't think I would have it be a guarantee, more that a certain type of guard would be more likely to scream when grabbed.
    For sure, a poor parking attendant would definitely be scared as hell and more likely to scream with Sam being ready to shave his beard with a knife


    Originally Posted by CoastalGirl Go to original post
    I think it could work, it'd just need to be balanced. Still, I don't want to ever have to interrogate; I would always want a ghosting alternative to get the information. But the option is nice, and I wouldn't mind a few more things to consider if I was doing that type of playthrough.
    I think too. Information should always be available elsewhere just like in the old games, for players like us who love to ghost through, or for players who shoot every NPC on their way ( it's shocking but yes there are some players like that ^^).
    But moreover I can see this feature leading to some funny lines by Sam.


    Originally Posted by CoastalGirl Go to original post
    I would - I'm always looking around if I've got someone grabbed. lol
    I think we all do haha, even if we're safe in a corner and in complete darkness ^^
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