Ravenxeo wrote:CommanderMark wrote:
Even if that is the thought process behind every new SCP added in each update, it's still bad game design. Most of the SCPs you listed just consist of:
A. Walk into room.
B. Witness some visual event.
C. Die or walk away.
They serve no purpose and therefore add nothing to gameplay. Diversity is out of the question when they all follow the same basic principle of "find X, witness Y, continue on your marry way". And no, adding an item in its containment chamber (012/372) doesn't justify an SCP's purpose in the game.
At this point the game should just be renamed to "Containment Breach Simulator 2016" because it's more interested in demonstrating SCPs rather than being a game.
Except the whole point of the game was the 'showcase interesting SCPs within the game during a crisis situation' which is exactly what it does. If you remove all the 'useless' ones we are left with all the 'chase and kill you' SCPs, the PC, medicine and the Mask which is hardly a good game either.
Bringing up the opposite extreme doesn't debunk his point. By that logic, my opinion on the arctic being an uninhabitable frozen tundra would be invalid because volcanoes are also uninhabitable.
Not every SCP has to be this huge ground breaking, life changing event
Sure, a filler scp here and there wouldn't really be much of a bad thing if implemented correctly.However, to begin with, they really aren't implemented correctly. If the player decides to trigger them, the events that follow can basically be summed by "lol, u ded" and you wouldn't really be missing anything. I think I could see a comparison with these filler pieces and the bad endings of Mogeko Castle, seeing how they are both optional set-pieces that serve to kill the player off. The difference however is that Mogeko
Castle has well written sequences that really emphasize how fucked up (or sometimes humorous) the situation is. Meanwhile the implementation of the teddy bear in CB goes like this: ear rape, blurry screen, and some text going "OMG, EARS", followed by death. At best you have that one sequence where D-9341 really wants to finish a musical composition, to the point of using his own blood, but for every one of those sequences, you get 5 1074s. It's a very mundane way to bring these Foundation writings to life, and is really just a waste of time, and it would just be redundant to use more resources to add more of these set-pieces.
Many indie games are experiences that become less enjoyable with every subsequent playthrough
True, but when the game uses a procedural map generation that limits good level design, pacing, and only provides a 20 minute experience that does not include all of the games content, not to mention the existence of multiple endings, I think re-playability becomes a rather fair criticism. (Also I like how you attach the word indie on that statement for no reason at all since getting bored of the same shit happening over and over again [or as some people call it "the brain releasing less and less dopamine and positive chemicals in reaction to receiving the same information repeatedly" but who is pretentious enough to say that?] is a thing that applies to AAA titles too. So in other words, stop getting your vinyl albums in my doritos, scrub.)
and any Videogame deathtrap is avoided after it has been triggered once.
Sure, but when more than half of the threats of the game are these deathtraps that follow the formula of touching the obviously dangerous sealed object and getting hit by the blurry screen train, there's a bit of a problem.
I dont see why this game should be held to some sort higher standard.
Oh, I'm sorry, I didn't realize caring about quality is a bad thing. I suppose I'll just take what I can get and give loads of praise of affection instead of playing something like Silent Hill 2, or Resident Evil 4... or watching Jojo's Bizarre Adventure, it's not horror but it's still a dank meme. I suppose you make a point though, why hold this game up to any standards when we can be like the rest of the world and forget it exists. Sure, it was a neat little experiment while it lasted, but despite 4 years, Regalis never figured out how to build upon it. He's moved on to Barotrauma now, and hopefully he's gained the experience from this to make a nice, stable game, even if it doesn't get as much attention as CB's short lifetime. Even with the game technically being out of beta, even with development being hijacked by new people, the legacy Containment Breach will always leave behind is "That one buggy game Makiplier and Pewdiepie played". I suppose I'm rambling, but the point I supoose I want to make is, if it's not worth attaching to any sort of standard, why is it worth my time?
Either way this isn't where we discuss such things.
This is a discussion on why it's stupid to suggest certain type of scps on a forum thread for discussion on suggestions. This isn't some derailment, this isn't some petty drama, this is discussing the subject on hand, there isn't a better place to do this but here.
So in conclusion, the flight plan I just filed with the Agency lists me, my men, and Dr. Lotims here. But only one of you. First one to talk gets to stay on my aircraft! So... who paid you grab Dr. Lotims. He didn't fly so good! Who wants to try next? Tell me about PXLSHN, why does he develop for CB? Lot of loyalty for a hired gun!
Or perhaps he's wondering why someone would shoot a man before throwing him out of a forum post. At least you can talk. Who are you?
It doesn't matter who we are. What matters is our plan. No one cared who I was til I started developing for containment breach. If I criticize that will you die?
It will be extremely painful. You're a big coder.
For you. Was getting criticized part of your plan?
Of course. Lotims refused our offer in favor of Regalis'. We had to find out what he told him. Nothing, I said nothing! Well congratulations, you got yourself criticized. Now what's the next step in your master plan?
Crashing SCP: Containment Breach... with no survivors.