| WereKitten said: 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.
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I never said give them everything they want now did I? I said please them. The player doesn't actually know what they want most of the time. But riddle me this. If a game pleases a billion people, but with one simple change could please 6 billion (including those billion from before) would it not be the better game? That is the crux of my arguement on that topic. More people happy and playing means more people exeperiencing your work, and more people buying it. How could that not be superior?
You shouldn't have mentioned speed anymore because you are wrong. I am not saying it has no impact on a FPS. I am saying the impact isn't close to comparable. Speed determines jumping distance, which determines everything in the game. Arbitrairly increase speed and you completley change the level. It doesn't matter that it was designed with more than one hole, cause you just jumped past them all. Terrible example.
And I am not talking a direct parallel here. I thought that much was obvious. The equivalent effect on gameplay is found is what I meant. Turning speed allows you a greater degree of control over your actions. Similarly a free camera allows you to see what the level looks like, and change your actions to a more efficient path. Seems pretty similar to me.
Inertia is not an equivalent because there are times when both a higher and lower inertia would be flat out better than the alternative. Not allow the game to feel better, or give the player a better control of their actions. It would alter the entire game in amazing ways. It would be like playing entirely different levels to change the inertia. You have either not enough experience with the platforming genre, or are being obtuse if you don't see this.
On the flip side even with a faster turn speed you are fucked if you can't aim. This is a single portion of what any given action requires. If you had auto-aim in the mix then yeah a faster turn speed could be truely game breaking. But you still have to try and hit the target. A too fast turning speed would screw you on this. You need the ability to capitalize on this new found custimization is the crux of it. A changing inertia by itself alters the game significantly and trivializes certain potential problems. Even with a better turning speed you have to be able to aim at the target and hit them before anything has changed. Is there an impact on gameplay? Absolutely. But camera control on a platformer also has an impact on difficulty, and that is expected in any 3D platformer worth mentioning.







