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<blockquote data-quote="Janx" data-source="post: 5775308" data-attributes="member: 8835"><p>well, [MENTION=56189]Kzach[/MENTION], this should be a good conversation based on your last response.</p><p></p><p>On FPS melee, you clarification sounds like the source of the problem. In FPS, I track movement very well, spotting it on the left or right edge and predicting its location. As a result. I can zoom past an area, then crank back and start shooting the NPC, only having to correct for aim.</p><p></p><p>My wife, sort of like you, can get flustered struggling to figure out where the attack is coming from, turning the OPPOSITE direction of the attack, soley because she didn't notice the NPC as a small blip. I've watched it happen, and even said, dragon on your right, and she'll turn left, and then by then the dragon has closed in and is doing pain.</p><p></p><p>In ranged combat, distances are such that almost everything you need to see starts off in front of you and can be kept in front of you (backing up or circle strafe).</p><p></p><p>In melee combat, because the enemy is right there, a simple 5' step to the right or left and they are beside you and offscreen. The effect is basically amplified, due to the proximity.</p><p></p><p>Since Fallout is mostly gun-based, it is thus easier. melee based FPS games have always struggled with this.</p><p></p><p>On Sandbox play:</p><p>out doors, you can go darn near everywhere. I've climbed just about every mountain in Cyrrodil, and hit quite a few in Skyrim. This typically means you can approach enemy forts & camps from above, which lets you snipe out most of the troops before you do final mop-up and treasure grab. Can't do that in HalfLife or Halo.</p><p></p><p>In doors, it does depend on the dungeon or fort. In halflife, it was terrible. I swear the Combine personally locked every door EXCEPT the route the resistance would need. In ElderScrolls, it is not that bad, though the natural shape of the dungeons, ultimately forms a line with some loop backs.</p><p></p><p>That said, there's usually room for different approaches. You can stealth your way in and backstab everything, one enemy at a time. Or brute force it.</p><p></p><p>Some number of quests give you the option to betray or change sides.</p><p></p><p>I guess this aspect might depend on what you mean by sandbox.</p><p></p><p>While a dungeon is often held as the example of a microcosm sandbox, I see it the opposite.</p><p></p><p>it is inherently a place where what you will do next is predictable, as is where you will go next.</p><p></p><p>You will either advance or retreat.</p><p>If you advance, the enemies are hostile and you will probably kill them.</p><p>the fact that you can do it quietly or loudly is a matter of preference.</p><p>because NOT fighting them is boring, it is irrelevant. It's not a choice you will write home about.</p><p></p><p>Now being able to parley with enemies, pay them off, bribe them, that would add some choice. But otherwise, I don't think any game with a dungeon is going to really expand on a DungeonCrawl yet.</p><p></p><p></p><p>So, I could agree that a dungeon crawl in most games is not really a sandbox.</p><p>But within the scope of Skyrim vs. most other video games, your viable choices are far greater. Heck, Super Mario Bros, you can't even go backwards.</p></blockquote><p></p>
[QUOTE="Janx, post: 5775308, member: 8835"] well, [MENTION=56189]Kzach[/MENTION], this should be a good conversation based on your last response. On FPS melee, you clarification sounds like the source of the problem. In FPS, I track movement very well, spotting it on the left or right edge and predicting its location. As a result. I can zoom past an area, then crank back and start shooting the NPC, only having to correct for aim. My wife, sort of like you, can get flustered struggling to figure out where the attack is coming from, turning the OPPOSITE direction of the attack, soley because she didn't notice the NPC as a small blip. I've watched it happen, and even said, dragon on your right, and she'll turn left, and then by then the dragon has closed in and is doing pain. In ranged combat, distances are such that almost everything you need to see starts off in front of you and can be kept in front of you (backing up or circle strafe). In melee combat, because the enemy is right there, a simple 5' step to the right or left and they are beside you and offscreen. The effect is basically amplified, due to the proximity. Since Fallout is mostly gun-based, it is thus easier. melee based FPS games have always struggled with this. On Sandbox play: out doors, you can go darn near everywhere. I've climbed just about every mountain in Cyrrodil, and hit quite a few in Skyrim. This typically means you can approach enemy forts & camps from above, which lets you snipe out most of the troops before you do final mop-up and treasure grab. Can't do that in HalfLife or Halo. In doors, it does depend on the dungeon or fort. In halflife, it was terrible. I swear the Combine personally locked every door EXCEPT the route the resistance would need. In ElderScrolls, it is not that bad, though the natural shape of the dungeons, ultimately forms a line with some loop backs. That said, there's usually room for different approaches. You can stealth your way in and backstab everything, one enemy at a time. Or brute force it. Some number of quests give you the option to betray or change sides. I guess this aspect might depend on what you mean by sandbox. While a dungeon is often held as the example of a microcosm sandbox, I see it the opposite. it is inherently a place where what you will do next is predictable, as is where you will go next. You will either advance or retreat. If you advance, the enemies are hostile and you will probably kill them. the fact that you can do it quietly or loudly is a matter of preference. because NOT fighting them is boring, it is irrelevant. It's not a choice you will write home about. Now being able to parley with enemies, pay them off, bribe them, that would add some choice. But otherwise, I don't think any game with a dungeon is going to really expand on a DungeonCrawl yet. So, I could agree that a dungeon crawl in most games is not really a sandbox. But within the scope of Skyrim vs. most other video games, your viable choices are far greater. Heck, Super Mario Bros, you can't even go backwards. [/QUOTE]
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