The intro the the game makes no sense

#1
Okay so Hear me out, Why are the the D-Class located where they are and why are they so lifeless?

So the intro to the game seems locationally flawed, it makes sense that you would be escorted by guards to 173 so you wouldn't run away but seriously why are the D-Class located next to a bunch of offices? Also the D-Class Hardened Criminal's why are they stored in light containment?

It would Also be nice to see (mostly hear) the other D-Class have more of a personality associated with them, Maybe there could be D-Class when being escorted to some 173 Yelling to ether get attention or to keep themselves from getting bored. There could be a fun joke in the beginning with the guards and a D-Class While you walk by.

I've also wondered why the intro location is not accessible by the player Post-Containment Breach in game it makes little sense why most doors are open but the one leading back is conveniently closed.

-RßD
Last edited by RßD on Thu Apr 27, 2017 7:43 pm, edited 1 time in total.
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Re: The intro the the game makes no sense

#2
RßD wrote:Okay so Hear me out, Why are the the D-Class located where they are and why are they so lifeless?

So the intro to the game seems locationly flawed, it makes sense that you would be escorted by guards to 173 so you wouldn't run away but seriously why are the D-Class located next to a bunch of offices? Also the D-Class Hardened Criminal's why are they stored in light containment?

It would Also be nice to see (mostly hear) the other D-Class have more of a personality associated with them, Maybe there could be D-Class when being escorted to some 173 Yelling to ether get attention or to keep themselves from getting bored. There could be a fun joke in the beginning with the guards and a D-Class While you walk by.

I've also wondered why the intro location is not accessible by the player Post-Containment Breach in game it makes little sense why most doors are open but the one leading back is conveniently closed.

-RßD
To add onto this, why are there SCP-500 Pills spread across the facility?

Re: The intro the the game makes no sense

#6
RßD wrote:Why are the the D-Class located where they are and why are they so lifeless?

It would Also be nice to see (mostly hear) the other D-Class have more of a personality associated with them, Maybe there could be D-Class when being escorted to some 173 Yelling to ether get attention or to keep themselves from getting bored. There could be a fun joke in the beginning with the guards and a D-Class While you walk by.
While I'm open to agreeing on adding a little more story on the game and a little more character to the D-Classes, when I look at the official Foundation page and read about SCPs and tales there is barely any acknowledgment about D-Classes at all other than their base description and occasionally if they're lucky they get to make a few interviews and not be used as guinea pigs. It's ok to agree to disagree with this, but in retrospect I find this fitting with the game that they treat D-Classes, including the one you play as, in a "cold" approach with no identity. After all, by the time you're close to the game's ending when the MTFs come they don't give a damn about you; it's shoot to kill.
RßD wrote:So the intro to the game seems locationally flawed, it makes sense that you would be escorted by guards to 173 so you wouldn't run away but seriously why are the D-Class located next to a bunch of offices?
It does seem a bit jarring that you instantly go from D-class cells to offices. I'm pretty sure this is simply because modeling additional rooms for this purpose would just add extra bloat to the game, and the game already is way too big for a Blitz3D project. But I do technically agree that this should be the case, like perhaps an extra checkpoint room could be done where one guard uses a keycard before entering SCP-173's chamber. And when you think about it, where SCP-173 itself is located at is suspicious.
RßD wrote:Also the D-Class Hardened Criminal's why are they stored in light containment?
Sure, the D-Classes tend to come from the most brutal criminals around the world, but they're still not SCPs. Based on how the HCZ is portrayed it is made exclusive for SCPs that are dangerous, with the emphasis that they are being given Special Containment Procedures unlike standard criminals.
RßD wrote:I've also wondered why the intro location is not accessible by the player Post-Containment Breach in game it makes little sense why most doors are open but the one leading back is conveniently closed.
I'll admit, I do wish part of the area on top was accessible still post-breach, and could add a little more variety to entering rooms within the game given that it's mostly hallways and SCP rooms.
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Re: The intro the the game makes no sense

#8
Spoiler
autotroph wrote:
RßD wrote:Why are the the D-Class located where they are and why are they so lifeless?

It would Also be nice to see (mostly hear) the other D-Class have more of a personality associated with them, Maybe there could be D-Class when being escorted to some 173 Yelling to ether get attention or to keep themselves from getting bored. There could be a fun joke in the beginning with the guards and a D-Class While you walk by.
While I'm open to agreeing on adding a little more story on the game and a little more character to the D-Classes, when I look at the official Foundation page and read about SCPs and tales there is barely any acknowledgment about D-Classes at all other than their base description and occasionally if they're lucky they get to make a few interviews and not be used as guinea pigs. It's ok to agree to disagree with this, but in retrospect I find this fitting with the game that they treat D-Classes, including the one you play as, in a "cold" approach with no identity. After all, by the time you're close to the game's ending when the MTFs come they don't give a damn about you; it's shoot to kill.
RßD wrote:So the intro to the game seems locationally flawed, it makes sense that you would be escorted by guards to 173 so you wouldn't run away but seriously why are the D-Class located next to a bunch of offices?
It does seem a bit jarring that you instantly go from D-class cells to offices. I'm pretty sure this is simply because modeling additional rooms for this purpose would just add extra bloat to the game, and the game already is way too big for a Blitz3D project. But I do technically agree that this should be the case, like perhaps an extra checkpoint room could be done where one guard uses a keycard before entering SCP-173's chamber. And when you think about it, where SCP-173 itself is located at is suspicious.
RßD wrote:Also the D-Class Hardened Criminal's why are they stored in light containment?
Sure, the D-Classes tend to come from the most brutal criminals around the world, but they're still not SCPs. Based on how the HCZ is portrayed it is made exclusive for SCPs that are dangerous, with the emphasis that they are being given Special Containment Procedures unlike standard criminals.
RßD wrote:I've also wondered why the intro location is not accessible by the player Post-Containment Breach in game it makes little sense why most doors are open but the one leading back is conveniently closed.
I'll admit, I do wish part of the area on top was accessible still post-breach, and could add a little more variety to entering rooms within the game given that it's mostly hallways and SCP rooms.
Thank-you for the feedback
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Re: The intro the the game makes no sense

#10
Why are some offices right next to both the D-Class cells and SCP-173's chamber? Honestly, I'd blame Dr. Maynard for cooking up the Modular Design Project that's the explanation behind the random map generation. He clearly was sabotaging the facility by building it to be a maze, so the office location there was likely intentional.
I Survived SCP-106's Pocket Dimension And All I Got Was This Stupid ID Card
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