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 Post subject: What logic?
PostPosted: Wed Dec 20, 2006 4:05 am 
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Location: San Diego
What is the underlying logic or world view that allows me to pick up a hardhat but not pick up the lantern next to it?


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PostPosted: Wed Dec 20, 2006 4:10 am 
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Random applications of superglue? Okay, you've got a good point, but world-wide "logic" is not a strong point of this game.


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PostPosted: Wed Dec 20, 2006 4:16 am 
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First of all, there are games that are aiming for that "interact with anything around you" style of gameplay, but if you know anything about making a game, its a LOT of work to create such a realistic environment. Cyan is more dedicated to the story and puzzles than with that.


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PostPosted: Wed Dec 20, 2006 4:21 am 
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It's a matter of priorities- would you rather be able to pick up any random object or piece of debris, or see cool new Ages like Eder Delin?

I think most of us would rather see new content than get to carry lanterns around.

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PostPosted: Wed Dec 20, 2006 4:24 am 
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Sorry, I wasn't complaining I was just trying to understand the logic of the puzzles which seem to be the heart of URU.


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PostPosted: Wed Dec 20, 2006 4:29 am 
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It's all right. We've all wondered at some point why we can't just pick up the Eder Gira fishtraps...

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PostPosted: Wed Dec 20, 2006 5:34 am 
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There's no real logic... most of the things you can "pick up" are things that you can wear, or the pages that allow you to customize your personal Age. There aren't that many things you can hold and walk around with.

The only thing you find that you can "pick up" (so to speak) that has any real functionality is the KI device.

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PostPosted: Wed Dec 20, 2006 5:58 am 
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You're right, even then we need a machine to wind the KI's around our hands for us.

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PostPosted: Wed Dec 20, 2006 9:27 am 
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Cycreim wrote:
The only thing you find that you can "pick up" (so to speak) that has any real functionality is the KI device.

And the dear fireflies. But then again they "attach by themselves".

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PostPosted: Wed Dec 20, 2006 1:22 pm 
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djlumberjack wrote:
First of all, there are games that are aiming for that "interact with anything around you" style of gameplay, but if you know anything about making a game, its a LOT of work to create such a realistic environment. Cyan is more dedicated to the story and puzzles than with that.


And if we could react with everything then it would be almost impossible to figure out what to use in a puzzle. This could be good if there were several ways to solve it, but it would be hard on Cyan and us.



Though I do wish they'd let us pick up the stones in the Bahro prison and the fishbaskets in Gira. I submitted a ticket on that.


Oh well, I did the prison and the fishbaskets 20 times, one more won't hurt.

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PostPosted: Wed Dec 20, 2006 2:25 pm 
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It's probably easier to get a few friends to help you with that specific problem in Teledahn. :)

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PostPosted: Wed Dec 20, 2006 4:39 pm 
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My big complaint is always that I can't pick up that disc golf disc on the rooftop.


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PostPosted: Wed Dec 20, 2006 6:27 pm 
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Wow, that'd be fun to play with a frisbe with a bunch of friends on tokotah.


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PostPosted: Wed Dec 20, 2006 9:44 pm 
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I think a rousing game of Frisbee Golf in one of the garden ages would be fun.

I agree that only having relevant items be interactive is best.

One explorer to another, "Shorah, why are you pulling that rope?"

The other replies, "Because I can't push it." :roll:

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PostPosted: Wed Dec 20, 2006 10:37 pm 
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It is funny that you can pick up feathers in Gira and not even see yourself bend over to get them. Trust me, they are there.

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