Re: [Audyssey] realism was, Reviewing space in audio

2011-03-20 Thread dark
Hi tom. Actually, a litle correction. Only one mega man game has ever! had a scoring system, and that was the first game on the Nes in 1986. from mm2 to the present day, all mega man games have had no direct scoring system. Occasionally there are rewards for performing a difficult tasks suc

Re: [Audyssey] realism was, Reviewing space in audio

2011-03-20 Thread Thomas Ward
Hi Dark, Well, in my personal opinion sometimes god-moding is unreal so that is one reason I braught it up. The point I was getting at it is whatever it is you are doing as a developer weather it is designing a fantacy weapon, character, or enemy you need to make it plausible/believable. I think w

Re: [Audyssey] realism was, Reviewing space in audio

2011-03-19 Thread dark
hi Tom. I'm afraid you seem to be putting together too issues here, god mode and unrealism. take a game series like mega man, which has imho some of the best balanced and best designed weapons of an imaginary game series. In the Mega man x games, hidden in each stage was a heart tank which

Re: [Audyssey] realism was, Reviewing space in audio

2011-03-19 Thread Thomas Ward
Hi Dark, Oh, I think you slightly misunderstood what I was saying. Obviously, there have to be acceptions based on game play, plot, etc but by and large what I am getting at is that even completely imaginary characters, weapons, and other items have to act somewhat realistic in a game world. I.E.

Re: [Audyssey] realism was, Reviewing space in audio

2011-03-18 Thread dark
Hi tom. i find this topic of realism interesting, however I personally wouldn't regard myself half as extreme on the topic. I can think of some favourite games, mega man, metroid marrio (eespecially marrio), who's physics, in game objects and behaviour is totally insane! in fact one hilario