I was recently playing Laura Bow to see just how the 'hand holding' differed from Oblivion and other recent games and the difference is huge. You have to search and put two and two together in order to get anywhere in those old classic games. I remember such games as the Space Quest series, Police Quest, Laura Bows, Kings Quests and even the Ultimas operated from a angle that required the player to use logic. This issue and topic has brought home the changes in how we play computer games over the past twenty years. Not that it is necessarily a bad thing, it is just different.
I, too, have been playing games for over twenty years, and I, too, have fond memories of the past reliance on the player's brain. However, it has been very interesting to me to see how 3d world first-person perspective games introduce necessary changes into game design. For instance, I am still tickled by Vampire: The Masquerade: Bloodlines - the first 3d game by veteran rpg designers (Troika). It is amazing to me just how empty and non-interactive the world in that game feels. I believe it comes down to the change in perspective. In a 2d isometric game, a room that contains one searchable bookshelf, one openable wall safe and a half dozen static pieces of scenery with one-line text descriptions that pop up when you hover the mouse over them - a room like this feels plenty full. Take that same exact room with the same contents and same dimensions, put it into full 3d with first-person perspective, and it feels so empty and non-interactive. In spite of my own nostalgiac fondness for an older generation of games, I believe that the handholding in Oblivion and other games is not so much the result of dumbing down but of struggling with design decisions in the face of new game mechanics.
I think for Pell's Gate I will make plain before people download that if people want to participate in what is going on in the town it is going to require careful searching and some logic. For instance logic says that if an item has hinges on it...it moves. Locations of hidden doors and areas are......logical. There are no quest markers or hand pointers, in order to say 'rob the Gallery' the player will need to listen to what others say, find the right people with the right info, stake out and explore the Gallery, put two and two together and make a plan, otherwise it is suicide. It will not be a case of speak to this person then the quest box comes up telling what to do next. :shrug:
I think this sounds great. I hope my comments in this thread haven't come across as critical of your work. You do great stuff, and I'm looking forward to trying out Pell's Gate, too. In particular I'm looking forward to seeing how exactly you tackle these kinds of design challenges. I'm sure I'll be delighted.
I appreciate the concern regarding abuse and have taken that onboard and decided it is most likely best to release the mod only on Oblivion's Real Estate and have a thread on the ORE forum and this forum for dealing with any issues brought up and helping where needed.
This sounds to me like a great solution.
And, thanks to you for opening a discussion about this! Game design questions are close to my heart, and, as I've said, I'm looking forward to seeing how you tackle them.
gothemasticator