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Seems half a collection of SystemShock.org's opinions and half entirely aurora's. It's not what this thread initially started out as. While most of his opinions are respectable I don't agree with them all and there's too many exclusively his own to be representative of this website. Edit: Well, Aurora and whoever else worked on this. Hikari and Leanorys perhaps.
I don't agree, and it's also not 'he'. How you came to such a conclusion that 'half' of the opinions are entirely mine is beyond me. With all due respect I don't believe you've even read the whole document nor the listed comments if you think so. I demand you elaborate on that - I should deserve such if I am accused so blatantly after rummaging through all of this over the two weeks it took.The only ideas stemming solely from myself are the usage of Doom as an example for non-confusing level design, and ideas for grenade throwing mechanics. The 'root' topics of both - level design concerns and grenade throwing - were thoughts pitched by other people. I merely elaborated on them. You might also think co-op, but this was actually suggested by many others half a year back when NDS made a topic here asking for suggestions. Everything else is compiled from the comments found on the forum or individual people's suggestions to me, such as seen in this thread. For everything I edited or rewrote, I made sure the way I phrased the text would not change what was originally meant.Additionally I stressed during the document's editing that our primary goal is representing the views seen in the comments, rather than our own, even if small additions are permitted. The Augspace idea is entirely Hikari's work, but it was appreciated by multiple people and we agreed to include it as a good individual idea.I did of course leave a lot of the preliminary summarising work for the two people helping me, but for the most part I thought their summaries were accurate. Where this was not the case, I noted and edited it. The RPG section in particular was initially not representative at all of the diverse range of opinions on the topic, but this was redeemed. Of course, this is probably why it looks messy - trying to create solid paragraphs that flow together, out of so many different opinions.
I did bring up System Shock2's poor implimentation of forced skill gating as an example of RPG mechanics done poorly, but that was purely because it was rather poorly done...
It wasn't perfect, but for me it really is mostly just that one glaring example of 'put the thing in the thing and here's stuff you need now go find chemicals to research this canister I already told you how to use.'