Regalis11 / scpcb

SCP - Containment Breach
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Candidates for removal/improvement? #104

Closed juanjp600 closed 6 years ago

juanjp600 commented 6 years ago

I doubt removing all of the SCPs in this list would be a great idea, but I'll just list the crappier ones that we should consider removing to make room for greater additions:

vdyma commented 6 years ago

I think that removing any of the SCP's is a bad idea just because they do exist in wiki, so why removing them? But that's ok to improve some, although it should be according to the SCP lore.

juanjp600 commented 6 years ago

See https://github.com/juanjp600/scpcb/issues/56

Being good for the wiki != being good for SCPCB

vdyma commented 6 years ago

How do you determine whether the object is good for the game or not? I'm playing the game to explore the SCP objects, not just to get to the end, so I think that keeping all the objects would be great.

Regalis11 commented 6 years ago

@notemissary I would say the objects should add something to the gameplay, not be something you visit only once and then notice it was completely pointless (or outright harmful). The implementations of many of the SCPs listed in juanjp600#56 are also pretty crude and the encounters with them quite underwhelming.

In hindsight we should've put quality over quantity when deciding which SCPs to implement. I feel a handful of well-made SCPs that are built around the core gameplay mechanics and whose effects/behavior complement each other would provide a much more solid experience than a few dozen half-assed SCPs that offer practically nothing to the gameplay.

MergeCommits commented 6 years ago

I'm playing the game to explore the SCP objects, not just to get to the end

If we're talking about a "walk around the Foundation" simulator then sure, but this is suppose to be a horror game. It should be targeting an audience that wants to play a horror game, not a sim.

juanjp600 commented 6 years ago

I don't believe the game should be designed around exploration just for the sake of it. There should always be an incentive or a driving force behind every action the player takes, which boils down to making most things useful, necessary or an active threat to the player. Anything that doesn't fit this description is at worst confusing to a player who doesn't know any better and wastes their time or ruins their save by interacting with things that are not at all relevant to the end goal.

On top of that, some of the things that the player can use to their advantage (and even some of the threats) have serious balancing issues, which is a consequence of not putting enough effort in making sure that everything fits in with the rest of the game, and only adding stuff in as fanservice. As such, all you get is a frustrating game, which detracts from the fun, and possibly the horror.