@tryit said:
@Maroxad said:
@tryit said:
@Maroxad said:
What you define there has depth. And the bolded is why.
But so many of these open world games with crafting, offer a lot of things to craft but they all are the same means to the same end. The only difference being some slightly differing statistics and
What you defined sounds a bit like Dwarf Fortress, not shallow. But it is also not how most open world games play either. It is not your game I am pissing on, it is stuff like Skyrim, GTA, and their legion of wannabes.
ok step back a second....too funny.
you said:
'offer a lot of things to craft but they all are the same means to the same end.'
and what exactly are the different 'ends' in quake do tell...
sandbox games even the ones with limited crafting, limited variety have more 'end results' then ALL shooters.
think about this what is the 'end result' you speak of in Quake?
Quake Combat goals vs Wurm (random example)
kill target vs kill target but a billion more decision trees involved in with what to use, and how to make
Quake Farming vs Wurm
Quake does not have farming
Quake Buil.ding vs Wurm
Quake does not have building
now I am not asking you to like wurm or even like sandbox games but to call quake 'more deep' then wum is absolutely completely absurd.
By end I mean, you swing them and they do damage. What seperates an axe and a sword in skyrim are the numbers linked to them, texture, mesh and sound effects. A rocket launcher does not only do damage, but can also be used for traversal and area denial.
sorry but not following you, sandbox games often have a variety of weapons with different uses and different stats.
that said think on this.
there is more to game play then just combat.
if the combat decision tree it larger in a sandbox game then the combat decision tree of an FPS (which it is) then that is sad (in the area of 'depth') becuase that is JUST COMBAT. that doesn't even address cooking, farming, building.
The only thing FPS has on sandbox games with more decisions is the actual act of combat itself. everything else sandbox has A LOT more decisions to make.
I think I am done with this conversation of how Quake is more deep then Wurm. its a stupid conversation
You are confusing complexity with depth. Not all the things you listed are exactly deep mechanics, and some of the things overlap, and can be summed up as which weapons do I bring?, how much ammo?, what utilities?. There is more to depth than combat, but when every single component of the game is shallow, no ammount of features will save it, the game is still shallow. And keep in mind, I am massively oversimplifying quake's depth. For the sake of not making overly long posts.
Character skills and levels, as well as long crafting processes are not deep.
Not to mention, I did mention more than combat, Quake has depth in Combat, Resource Management and in the case of multiplayer, map control.
And for hte record, I do like sandbox games. I like games like Dwarf Fortress, Rimworld, even BotW. I just dont like the mostly shallow AAA open world industry, where they flood the game with shallow boring diversions in place of competent mechanics. Wurm does not excuse Asscreed, Fallout 3, Fallout 4, Fallout New Vegas (I stilll love this one though), Mass Effect Andromeda, Far Cry, GTA, Saints Row, and every other open world game that has the depth of a swimming pool.
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