Originally Posted by
BoBwUzHeRe1138
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No, they said you could go through without KILLING anybody. Next time, they need to make DAMN sure you can go through without taking anyone out, lethal or non-lethal. On the flip side, we should also pretty much always have the option to take everyone out either lethally or, at least, non-lethally. The best way to give freedom and let players play as a ghost, panther, or assault fan is by just giving us the mission, populating it with enemies, giving us a series of objectives and then let go of the leash and let us figure out how we want to go about it ourselves. The mission should be a small sandbox that is all connected (as in, not linear) and with multiple routes to and from each place.
Blacklist thought the best way to "marry the differing styles" was to force players out of their comfort zone which is just going to piss everyone off. I hated the moments where I was forced into a gun battle/firefight. Likewise, I bet the *few* CoD fans they managed to entice by having "zomg explosions" were annoyed by the "do not be detected, don't even KO anyone" moments. JUST STOP IT. Gameplay should not change because of the story...story should change because of the gameplay!
If I want to shoot everyone up, let me decide that. Don't force the CoD fans to play stealthy by making them fail if they don't. Encourage stealth with alternative advantages (like alarms not calling reinforcements or getting enemies to equip helmets to make headshots harder) but don't force their hand. If they want to play stealthy, they will. If they don't want to, they'll never learn.
Just the other day, I introduced my friend to Splinter Cell. We played Chaos Theory co-op. Panama mission. We went through and took out pretty much every enemy. He wanted to bash the door into enemies, shoot the place up, didn't care about alarms (we sounded two because I went with what he wanted). It was fun, messing around in SC is always fun but we didn't HAVE to do that. And you know what? I slowly eased him into stealth. He never liked the idea of stealth before but now he always wants to play SC when we hang and we're getting in the 90% range. We're not trying to ghost by any means and we'll randomly decide "this guys lives" or "this guy dies" sometimes by flipping a coin or just deciding ourselves which is also why we don't have higher scores. I got him to like stealth, all with the help of the flexibility of Chaos Theory. And Double Agent. DA is the game where he finally appreciated stealth but it's the same ******* game and it would've been CT had I not loaned it to my brother.
Point is; if someone has an open mind, is willing to have patience, they can learn to enjoy stealth. If they don't, well, they won't. Likewise, when I play SC, I don't want my hand forced into an action route. If and when I want to go loud and play Assault, I will make that decision for myself. Craft a story that doesn't revolve around stopping gameplay flow and forcing us into a specific forced sequence of a shootout or "take everyone out" or "avoid everyone". Let us decide -- that's what "play your way" should mean. It shouldn't mean: