Doom wrote:
bwross wrote:
The monster is a freaking eyeball... we know it's got sight, the details about other senses are added complexities that aren't in evidence or needed. [...] I said it was the most consistent behaviour
But it's not making things more consistent. It's creating an exception. There are other monsters that can see and smell you, even when it's not realistic (like waterskipper nests).
It doesn't create an exception. The original smell reasoning created exceptions and warts, which the sight based explanation doesn't. So exceptions are reduced. All creatures are working the same, only with this explanation, evil eyes also make more sense (including old original behaviours).
And why would waterskipper nests have senses? You're creating another fantastic explanation where one isn't needed to have a plausible explanation that makes sense in reality. Waterskipper nests don't need to be different from an ant hill... having senses in a metaphorical sense, because the creatures inside are the ones that detect and respond.
Smell is merely an official excuse for the box around Beethro so it feels like it makes some amount of sense.
Plus, where in the gameplay is there any support for monsters smelling other than the invisibility excuse? There are no evil noses and I've given an explanation for invisibility that doesn't require monsters to smell at all. Smelling really isn't a presence in the gameplay... there are no draft maps, and even if there were, monsters can detect Beethro even when completely cut off with rock walls, suggesting that hearing and seismic senses would be more correct.
But the smell is not the point, it's actually all about having a consistent gameplay rule.
It is important to the heart and soul of the game, something which is far more important than most people think because when you do things that shift a game to a more metaphysical grey or beige you can't get that back and the game is diminished. The game simply becomes more hollow. Gameplay comes first, but if you're always quick to handwave with that canard, the soul goes grey and utilitarian. But if you go to far the other way and are quick to patch explanations with more technobabble and no consideration to keeping explanations very simple and vibrant, then the soul of the game goes beige... it's like the grey case, where any change can just be made and accepted by players, only with explanations that people don't feel anymore, because, truth is, you can make any change to a game and explain it
somehow, but if you're clearly doing that, then players lose the sense that there are any walls on the game's reality so they lose the feeling they can infer things. It's an important balance, ignore it and your game ends up feeling more dry, abstract, and arbitrary. Gameplay might still carry it for playing through, but it won't be a game that can really grab hearts.
Having to learn the quirks of how different monsters uses their senses differently might make things more realistic, but also overcomplicates things when in the end we just want good gameplay for our puzzle game with rules that are not entirely unplausible. I wasn't really trying to come up with the simplest explanation, but one that makes the simplest gameplay rule sound at least somewhat plausible in reality.
All the more reason to embrace the sight based explanation of invisibility that doesn't require smell
at all. Less senses are employed (so you don't have to worry about them leaking from explanation into gameplay, you can just forget smell exists), complexity is reduced, gameplay is explained, it's perfectly plausible (spiders, etc.) and agrees with everything except the more complicated explanation it replaces. It makes the simplest gameplay rule sound plausible in reality, and is itself simple. That beats something that makes it sound plausible, but requires a more elaborate explanation. A simple explanation that makes gameplay and rules simpler to infer is far superior.
=-= * * * =-=
skell wrote:
Gob, you are just overcomplicating everything. Invisibility potion also grants vampirism - when invisible Beethro is also a vampire and it's common knowledge that vampires do not reflect in mirrors. That's why the eye can't see them.
And now we have to worry about why everything else that comes with the vampire package isn't working.
But jokes aside, I think the most intuitive solution is for the eyes to wake up only when the eye is in range, regardless of how far the mirror is. This synergies nicely with the visual cue.
FTFY. (There's no need to mention "
smell range"
here... it works and is intuitive with the visual cue, the exact interpretation of invisibility isn't important. For the optical case, it might not be exact, but it can be said to be "
good enough"
while keeping it simple to play.)
[Last edited by bwross at 05-26-2014 02:03 PM]