I'm not even being negative on the affinity system, I'm just not yet sure how it will end up being, it could very well be amazing, it all depends on their execution. But the "doing tasks" part set off some alarms in my head. I'm gonna hope the way they do it would be natural, Yu earned my trust in that regard.Jesus wept @mue 26 how the hell are you?
Also @Rikitatsu I thought this would have made you not be " that guy". I am not getting at you either. We all have our opinions and I could be wrong also... I was going to type up a more specific response and quote a few of your points to talk about but it's proper late, and I've a christening tomorrow, so I will keep it short.
I honestly just read the things you mentioned as extensions and evolution to the Shenmue we know and love, and with Suzuki and a lot of the core team still at the helm, it's common sense to think that.
For example, the food v stamina thing. I just thought of the 70 man battle, and how it would work better if you were forced to fight good, and not be up against 1 hit baddies, or able to cheese behind a corner forms while to regain health. Or, like when you run away from Pedro Warren, only for Ryo to hunker over out of breath, and get dropkicked in the back. The food adds another dimension to something like that, and I think it sounds good. Food and stuff can help you out. Change your strategy. Make you think. Shenmue evolving.
With the affinity system... I think a few people have touched upon it but Shenmue was one of the first to offer full NPC interaction, with different responses based in circumstance. Naturally, technology limited that to story points but now... We have a Shenmue where it actually knows how friendly you are with the person?? This is NPCs here right? Not scripted cutscenes. I can't think of a single game in 2019 where it does that! Witcher 3, Skyrim, Horizon Zero Dawn... You can't even initiate a conversation with them, yet they are supposed to be proper open world's? Yu Suzuki revolutionised the genre with his vision of an open world, and with the Kickstarter, we all had our doubts about if he still had it. If he could create an open world to rival today's GTA and God of Wars. Everyone's too busy looking at the size of the map and ways in it, but from the sounds of this affinity system, it's not the size of the world that's making it real, it's the people! Talking to NPCs and getting different responses... Maybe different notebook entries and paths.... That's actually insane! Again, Shenmue evolved.
The devil is in the detail and the saying does stand; quality, not quantity. We have waited for Yu Suzuki to present us with his modern day technology, open world game, and whilst all of us are looking to unlock the next section of the huge map with pretty buildings and objects, he is focusing on the people inside those. THATS what's grabbed me by the balls and smashed me off the ground! This game sounds nothing that I could have imagined. Whilst I could be wrong, I hope I am not, and even I can say I didn't see this coming.
Well, my point was "just" doing tasks alone is not enough to build affinity in a realistic scenario, I'm not gonna disregard your experiences, but generally speaking, it sounds extremely mechanical to have someone open up to you just by doing them a favor... I agree that social interactions should be the main driving force behind this system.Yeah, I kind of have to disagree. Having lived in a small town for a portion of my life, I learned that it was all about lending a hand to the community that won you the most favour. Whether it be baking something to sell at a community fair for the benefit of the township or just lending neighbors a hand if they needed it.
Being an active part of a community and lending a hand goes a long way with small town folk and them accepting you and helping you in return. You scratch my back, I scratch yours is the basis of most country townships because it shows that you’re willing to be a part of that town as opposed to being aloof.
Everyone I know who has ever lived in a small town has said the same thing.
If anything, they become more suspicious if you don’t try to make an effort and will continue to cater to their own and treat one as an outsider. They’ll be friendly to you but they won’t help you.
If Shenmue III manages to find a balance between this then that could be very interesting. Like say if you play as someone who learns to take a part in the community then it might make your goals a little easier...or if you remain aloof, you can still get to your end goal but it will make things harder.
That could be very interesting if they find a way to make that work. That sounds like what the affinity system is to me.
My one fear is I hope it’s not all fetch quests. I do hope it’s a blend of both social interaction and maybe a few fetch quests or odd jobs (like maybe a new take on the taking out the books section from Shenmue II)
But yeah, from my experience, I’ve found that being active in the community and helping people out wins you far more favour among people in a small town then being aloof.
You have a PM... if someone could PM the scans I'd very very VERY grateful.
Also, being in the UK, I might be able to get extras copies on the 28th, I'll be in the city that day.
Well, my point was "just" doing tasks alone is not enough to build affinity in a realistic scenario, I'm not gonna disregard your experiences, but generally speaking, it sounds extremely mechanical to have someone open up to you just by doing them a favor... I agree that social interactions should be the main driving force behind this system.
I'm not even being negative on the affinity system, I'm just not yet sure how it will end up being, it could very well be amazing, it all depends on their execution. But the "doing tasks" part set off some alarms in my head. I'm gonna hope the way they do it would be natural, Yu earned my trust in that regard.
I would hope and expect that it will all feel very organic and natural, as opposed to an RPG 'forced' stat type scenario. I expect it to be like when that old lady asks Ryo for help in locating a house at the beginning of the first game and if you help, she tells you useful information. I would hope it isn't always the case that you have to do tasks too and that is just one example.
Yep. I also get the impression it'll be based on not only what you do, but what you've done already. Maybe not in the specific instance mentioned in the article, because that and the combat scenarios seem kind of an undercover tutorial for how that stuff works.
Even just talking about this stuff is making me excited to try it for myself. How the fuck are we gonna last another 6 months?
Probably not as late as October. A month or two out, maybe. Not totally sure what difference that would make in any case, it wasn't an exhaustive detailing of all the mechanics and how they work, and by now the design work would be largely complete with room for tweaks and adjustments.I might be wrong but, we also don't really know when this preview took place.
When was it? January? December last year? October?
Andy might have seen a relatively old buil of the game.
Yu did mention there are incentives for replayability, so you might be onto something.Also it would be cool if in the Affinity System you could be permanently blocked from doing certain things, certain ways. Like in my earlier example with not helping the old lady get her purse back, her family member/friend just refuses to help you at all no matter what. You're blocked from getting any information from him and will be forced to find a new way to get it. This would dramatically increase replayabilty of the game.
I believe they are improving things everyday so what we're going to see in MAGIC (assuming that what we're gonna see is recent) might be way more polished than what he saw!Probably not as late as October. A month or two out, maybe. Not totally sure what difference that would make in any case, it wasn't an exhaustive detailing of all the mechanics and how they work, and by now the design work would be largely complete with room for tweaks and adjustments.
Exactly this.Yeah, I kind of have to disagree. Having lived in a small town for a portion of my life, I learned that it was all about lending a hand to the community that won you the most favour. Whether it be baking something to sell at a community fair for the benefit of the township or just lending neighbors a hand if they needed it.
Being an active part of a community and lending a hand goes a long way with small town folk and them accepting you and helping you in return. You scratch my back, I scratch yours is the basis of most country townships because it shows that you’re willing to be a part of that town as opposed to being aloof.
Everyone I know who has ever lived in a small town has said the same thing.
If anything, they become more suspicious if you don’t try to make an effort and will continue to cater to their own and treat one as an outsider. They’ll be friendly to you but they won’t help you.
If Shenmue III manages to find a balance between this then that could be very interesting. Like say if you play as someone who learns to take a part in the community then it might make your goals a little easier...or if you remain aloof, you can still get to your end goal but it will make things harder.
That could be very interesting if they find a way to make that work. That sounds like what the affinity system is to me.
My one fear is I hope it’s not all fetch quests. I do hope it’s a blend of both social interaction and maybe a few fetch quests or odd jobs (like maybe a new take on the taking out the books section from Shenmue II)
But yeah, from my experience, I’ve found that being active in the community and helping people out wins you far more favour among people in a small town then being aloof.