Bandit LOAF said:
Decision making in the cockpit isn't any different than it was in WC3. "Go after Catscratch? (Y/N)" isn't a huge advacement from "Go after Flint? (Y/N)".
What did you expect, anyway? At least the decision to defect or not is done on the cockpit, what is arguably more dramatic.
Bandit LOAF said:
(The 'complex mission' stuff Chris Roberts talked about early on in development would have been an amazing improvement... but ultimately all the game did was trick the player into thinking it was there. It wasn't.)
But what is gameplay but the illussion that things are there? If you are tricked into thinking the mission is complex, it's mission accomplished.
Bandit LOAF said:
(Prophecy didn't even come close to what WC4 had planned for multiple wings, though. The fact that that feature didn't materialize -- something which was probably in the minds of the game reviewers Ed was ranting about -- was one of WC4' s biggest letdowns.)
That's true, but what I said is that WCP built on what WCIV had made, so they got better at tricking the player.
Bandit LOAF said:
And they're no different from WC3, anyway.
Sure, and if WC3 was excelent and it was the same of WC4, how can WC4 be sucky?
Bandit LOAF said:
Your examples are awful -- a reviewer would be absolutely within his right to claim that WC2 didn't improve its gameplay over WC, or that WCSO didn't improve its gameplay over WCP. These are all very clearly true statements.
So how can they be awful if they end up making my point? WC4 was not a lot better than WC3, it just fits nicely there with those others.
Bandit LOAF said:
I'm not sure how you're calculating replayability
Than allow me to explain. "War" games had basically two endings, one good and one bad. WCIV had two good endings, plus two bad ones. That's twice as much right in there. (OK, WC3 had 3 good endings).
The brancing was simpler, but rich. There were a lot of ways you could play either Circe or Sparadon, they were not really linear. And some missions had some random elements, like the Patrol on Circe.
Bandit LOAF said:
The loss of the cockpits and the other 'personal touch' features was a design decision that Chris Roberts spoke very highly of at the time -- he felt it'd all been "done before". Ultimately, that was a really bad decision for the franchise -- WC1 earned a whole lot of its praise originally because of things like the cockpit taking damage, the hand moving on the joystick and the excitement of the scramble scene.
I don't think a hand moving a joystick would make a lot of difference on the franchise. As much as it looked cool on 1990, and was a featured that lots of fans liked, it probbaly lost a lot of its appeal with time. People probably truned the cockpits off anyway. Seriously, if Freespace had cockpits and moving hands would it have done any better? That's not something reviewers seem to dig. Or maybe that's the lost secret of the space combat sims.
The scrambling scene were great. WCIV do capture the excitement when the Intrepid faces the Vesivous.
Well, anyway, it's fun talking about WC games.