GLENN HOEK
COMMUNITY WRITER
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COMMENTS BY THIS AUTHOR (5)
"Collectors editions are overwhelmingly a huge waste.  Their contents are usually completely useless garbage, and on the rare occasion they include an in-game boon or extra content, its usually something absurdly disappointing or available elsewhere (or both).  I rarely ever even consider getting one, and its usually because of an in-game bonus that I really want, which is rarely worth the higher pricetag.  "
Wednesday, March 21, 2012
"Things I own: XBox Magazine disks with demos to games that have been on the discount rack for years, third-party Gamecube controllers that I keep (in theory) to use with my Wii I don't play, I have the extra Wii remote sleaves as well, the Gameboy Advance link cables for Gamecube, Gameboy Color connection cable, and mountains of other crap.  The worst part is I've triaged my "collection" several time throughout the years and still have all this crap."
Monday, January 09, 2012
"I ran into a similar problem in the same game on the "Poppycock" mission.  Given the choice of giving the stranger his $1000 and essentially promoting drug trafficking and keeping the money for myself, I chose the win-win of keeping the money.  I reasoned that the stranger had used Marston to do something he wouldn't have agreed to do if he'd have known, so I figured it would be better if the stranger didn't get the money.  In this one you don't immediately fail, but if you don't get the stranger his money within a few days game time you will fail the mission, period. 

Game designers would do well to set up interesting situations where the player has the option of following the prescribed path or doing their own thing.  Most games results, regardless of how you got there, are fairly finite.  For instance, AI character X can live or die, character Y can live or die, and the armed guards may or may not be alerted.  If AI character Z dies, the mission is a failure.  So, given these finite outcomes (3 variables with 1 succeed/fail objective), you have a manageable number of outcomes.  Even in a game like RDR where all the results are succeed/fail ultimately, it makes you feel like you have more control over how you're shaping the world, like how you let bad guy X go because he was really just duped by his brother, or prostitute Y felt the wrath of your shotgun because she was a conniving bitch, even if they didn't change the outcome of the game as a whole."

Monday, August 23, 2010
"I messed around with this software in its beta form a few months back... eh, it has a lot of bugs to work out.  "
Thursday, July 29, 2010
"Wirehead sounds absolutely terrible.  It has my vote."
Wednesday, July 28, 2010