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Old 11-09-2007, 09:26 PM   #21
_r.u.s.s.
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if somebody dies in sims, its not a lose
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Old 11-09-2007, 09:55 PM   #22
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What about some point and click adventures?
Guybrush Threpweed never die for example
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Old 11-09-2007, 10:01 PM   #23
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That you can take actions to prevent any death is not the point. The point is that if you play the game like it's supposed to be played, death eventualy play a major role all along the game. If you just ignore it, your character might resent it or die in the end... And that's what you're supposed to try to prevent in the first place. A dead citizen can't translate to a thriving citizen. :P

As for adventure games... I never liked those. Adventure games is not about dying or not, adventure games is all about getting a story tell to you and your way of "winning" or "losing" is then interpreted by either you can finish or not the game on your own. Much like puzzle games, but y'know... Without the incentive to challenge your brain. I always prefered a good book myself, if you ask me.
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Old 11-09-2007, 10:09 PM   #24
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Prey had an interesting way of "cheating death" - anyone to continue the thought?
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Old 12-09-2007, 12:24 AM   #25
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<div class='quotetop'>QUOTE(_r.u.s.s. @ Sep 11 2007, 11:26 PM) [snapback]310309[/snapback]</div>
Quote:
if somebody dies in sims, its not a lose
[/b]
I beg to differ. If you've invested a lot of time and energy into developing your sim's skills and nuturing him to live the best life he can...and he suddenly dies of some weird reason (not old age), it a loss, a big one. Not because you are emotionally attached or anything, but the time and attention you spent on the 'project'. So yes, paying attention to your sim's needs, and avoiding hazardous situatons is necessary to avoid ultimate death. Which is the concept of other games too, is it not?
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Old 12-09-2007, 01:12 AM   #26
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its like you compared it to lose of armor or weapon in an FPS
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Old 12-09-2007, 01:30 AM   #27
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<div class='quotetop'>QUOTE(_r.u.s.s. @ Sep 12 2007, 03:12 AM) [snapback]310354[/snapback]</div>
Quote:
its like you compared it to lose of armor or weapon in an FPS
[/b]
You can't compare a simulation to a FPS, much like to can't compare it to an RTS or RPG either. But if you insist: in a FPS most of the time you respawn, and/or you can more likely find another set of armor and a weapon, or quickload your last save, whereas in Sims you die, you die for good (mainly because the saving system is somewhat crap). And in Sims, each character is different, the house he lives is, the skills he has, the things happened to him, everything is unique and different each time you play, where in an FPS a particular set of armor or weapon is always the same...
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Old 12-09-2007, 01:50 AM   #28
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Besides... You can't care less about dying in a FPS, because if you play a FPS from beginning to end without dying at least once then it's a very crappy FPS game... It's kind of one of the perks of this kind of game.
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Old 12-09-2007, 01:53 AM   #29
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^what he said k:
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Old 12-09-2007, 09:25 AM   #30
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no, you got me wrong. "dynig" in sims doesnt influence, i mean, stop the game like in fpses. is just a lose in your big cycle, when you play sims. thats why i compared it to lose of armor in fps.

and by the way, you can compare anything to anything you wish, if you dont mean it literaly and it shows the point (but then again, some people might not get it)
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