this post was submitted on 01 Jun 2025
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BoycottUnitedStates

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cross-posted from: https://jlai.lu/post/20362271

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[–] Chef 4 points 4 days ago (1 children)

They don't bother to investigate why anything exists the way it does before they start 'disrupting' it...

Chesterton’s Fence

In the matter of reforming things, as distinct from deforming them, there is one plain and simple principle; a principle which will probably be called a paradox. There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, "I don't see the use of this; let us clear it away." To which the more intelligent type of reformer will do well to answer: "If you don't see the use of it, I certainly won't let you clear it away. Go away and think. Then, when you can come back and tell me that you do see the use of it, I may allow you to destroy it."

Don’t change something until you understand why it is there in the first place.

[–] [email protected] 1 points 4 days ago* (last edited 4 days ago)

Perhaps ironically, I first learned of GK Chesterton via the inclusion of some snippets of The Man Who Was Thursday... in Deus Ex.

Hey game devs, want some tips for immersion? Just generally good singleplayer game design?

Notice some of the little things, or fundamental design concepts that DX does, even back 20 years ago:

Idle animation loops of just basic breathing. Adds immersion, but doesn't feel as... formulaic, predictable, pre-scripted, as an NPC cycling through the same set of idle animations, or just... not having any.

Location based damage and healing.

Meaningfully different difficulty modes that result in the player changing their gameplay style, not just making there be 10x as many enemies with 10x as much health.

You can have a regenerating health/shield... but it only works situationally, and is actually costly in terms of requiring actual resource management and thus forethought.

Levels/Missions/Quests that can be approached and completed via a variety of gameplay styles that mesh fairly well with your player's customizable, modular build.

Skill system and inventory system that actually rewards and encourages off the beaten path exploration... but can accomplish this without a minimap or some kind of giant glowing waypoint on your hud... but also, does not strictly require the completion of a multitude of very low effort, formulaic, boring 'sub quests'.

Dialogue choice/tree system not based on a speech or charisma skill... but instead based on what the player actually does or does not know due to prior gameplay... and dialogue choices/paths that actually result in different outcomes, not just 3 ways of saying yes, one way of saying no, and all 4 of those tend to result in the same actual outcome.

Note how you can capture the feeling of an immerisve and expansive fictional world... without actually having to fully model a huge empty world that will end up being largely empty and boring, unless you are also very good at procedurally generating a whole lot of your game.

... I could go on.

No, DX isn't literally perfect in everyway, but good lord, if you want to make an FPS or even TPS game that is single player and maybe has a multiplayer component... probably worth doing your own case study of DX.