Gnizmo said:
I know your point. Your point was wrong. You said it would be equivalent to changing inertia and run speed in a platformer. You have since dropped the run speed portion so I will assume you are just going to silently agree that was a bad example. Now I will move on to explain why inertia is just as critical for what the in game character can actually accomplish.
See a common theme in platformers is jumping across a series of platforms. I know sounds weird, but stick with me. The amount of inertia you carry through with each landing and jump defines how well you can control the character, and how far forward you can go with a jump. Some platforms might not be long enough to keep a full speed bounce across going making it key to take time and consider how to proceed. This is critical to how you can or cannot achieve certain feats. It would make certain goals impossible when set incorrectly, and impossible paths possible when set perfectly. This is simply not the case with turn speed in a FPS. Not even close.
I am not saying you shouldn't have customizable controls for platformers though. I am saying the equivalent level of control is already present in the genre. Camera control changes the game in a major way. You can learn enough about the lay out of the land to entirely trivialize what should be a hard portion by seeing whats about to come up. Equivalently being able to control your turning speed allows you to maximize your ability to keep the enemies in sight and allow you to better utilize your skills to dispatch them. People openly bash 3D platformers with bad camera control, and should openly bash FPS with bad aiming/turning speeds.
As for agreeing to disagree I just don't see how thats possible when you disagree with that statement. You are saying that game designers should not try to appeal to everyone? That they should attempt to exclude certain players from having fun? Cause if the pinnacle isn't making everyone happy then you must be trying to only make certain people happy. Why an artist would want their work to only be appreciated by a certain segment is far beyond me. From a business stand pointit is just retarded to not go for the biggest audience. I really don't see how you can claim to have any logical arguement against this.
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Stating that my point was wrong doesn't further the argument one bit: of course you think it was wrong, or we wouldn't be talking right now. Now let's go to the meat.
First, I didn't mention the speed anymore for the sake of brevity, and because the turning speed<->inertia parallel sounded plenty. But if you think that running/Jumping speed in an FPS is not important you haven't played enough of them.
And the fact that inertia is more visible in what it makes easy, hard or plain impossible in a platformer - because you limit your observation to a single jump or a single sequence of jumps- , doesn't detract one bit from the fact that turning inertia in an FPS can determine how easy, hard or plain impossible it is to go past one ambush or set-up through a certain route. Not to talk of the difference it makes in multiplayer.
Your bringing up camera controls as a parallel to turning speed reeks of old. It's maybe appropriate in FPS games where you are a "camera on a stick", where your character/weapon has no inertia and weight. But if the camera is attached to your character then turning speed is part of the physics of the game. Exactly like inertia is in a platform.
As to my disagreement about game design: no, I don't think game designers should try to appeal to everyone. And even more, I don't think that the best way to manufacture a good experience for everyone is giving everyone what they think they want. I think it is part of a designer's (or artist's) duty to find out what the users/receivers really need, that is a whole different thing.
@MaxwellGT2000
You can stop being so defensive. I never said anywhere that the Conduit is a bad game, I'm sure it's a solid old-school shooter. I'm debating the idea that letting you customize deep details of control such as your bounding box is a step forward in game design, as I am even opposed to let you customize things such as your acceleration curve in Killzone 2.