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Immunization


dannyisdude

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I can't really get behind any sort of immunity or psuedo-immunity. Fatal bites are important to the game difficulty and "story generation," doubly so when npc's are released, not to mention the game needs more threats and danger, since it becomes fairly easy. Amputations and armor would be a better compromise.

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  • 4 weeks later...
On 05/06/2016 at 11:30 AM, TheDreaded1 said:

the game needs more threats and danger, since it becomes fairly easy

You just nailed on the head why NPC's being a low priority is a huge issue. When this game started it's main goal was to create a proper Romero zombie apocalypse (the focus pretty much shifted to a survival simulator). That means zombies are NOT meant to be the main threat, humans are. A unknown "disease" start to turn even your most loved one into a mortal enemy. This goes much beyond a simple creature to kill, it breaks trust in other people, it creates life-or-death situations when someone wants to "kill" that person who is dear to you (but is not really that person anymore). The fall of society without a common enemy is the core, unknown people might be very helpful or something to avoid. Everyone will have a new code of ethics based on their life's experience. TWD creator understood this perfectly, and even added the "we are all infected" to evolve Romero's vision (making it more possible for the fall of society to actually occur).

 

Now if you pay close attention, zombie's bites being a insta-turn was Romero's idea back then (waaay back) to make the "The Fall" possible, zombies need to replicate somehow. TWD evolved the idea and it's no longer a mandatory rule to make the "zombies = fall of society as we know" happen (this is the one rule we can't change without changing his vision). In "Land of the Dead" Romero made his own update, a zombie that starts to think and see himself and the others as a new race. Some might think this is way off the zombie lore, but the core of his concept is there. Other people chose to make the zombies run (or "special" zombies), both are not proper Romero because then the main threat are the zombies.

 

Story generation is created by the players, it doesn't need death to be a story, you can simply start a new game and pretend your character was rescued (and the story is what he did before being rescued). Every new feature that will be applied to the NPC's (including amputation, cars, nutrition), makes it harder to make the NPC's behave kinda like a person would. Without NPC's, you can't judge difficulty. That is, assuming making a Romero zombie apocalypse is still the main goal.

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2 hours ago, Magusdl said:

You just nailed on the head why NPC's being a low priority is a huge issue. When this game started it's main goal was to create a proper Romero zombie apocalypse (the focus pretty much shifted to a survival simulator). That means zombies are NOT meant to be the main threat, humans are. A unknown "disease" start to turn even your most loved one into a mortal enemy. This goes much beyond a simple creature to kill, it breaks trust in other people, it creates life-or-death situations when someone wants to "kill" that person who is dear to you (but is not really that person anymore). The fall of society without a common enemy is the core, unknown people might be very helpful or something to avoid. Everyone will have a new code of ethics based on their life's experience. TWD creator understood this perfectly, and even added the "we are all infected" to evolve Romero's vision (making it more possible for the fall of society to actually occur).

 

Now if you pay close attention, zombie's bites being a insta-turn was Romero's idea back then (waaay back) to make the "The Fall" possible, zombies need to replicate somehow. TWD evolved the idea and it's no longer a mandatory rule to make the "zombies = fall of society as we know" happen (this is the one rule we can't change without changing his vision). In "Land of the Dead" Romero made his own update, a zombie that starts to think and see himself and the others as a new race. Some might think this is way off the zombie lore, but the core of his concept is there. Other people chose to make the zombies run (or "special" zombies), both are not proper Romero because then the main threat are the zombies.

 

Story generation is created by the players, it doesn't need death to be a story, you can simply start a new game and pretend your character was rescued (and the story is what he did before being rescued). Every new feature that will be applied to the NPC's (including amputation, cars, nutrition), makes it harder to make the NPC's behave kinda like a person would. Without NPC's, you can't judge difficulty. That is, assuming making a Romero zombie apocalypse is still the main goal.

NPC's aren't a low priority. I don't know where you would have gotten that from. I also don't know where you got these "main goals" from. When I played the first demo it seemed like a game unto itself. The only isometric zombie survival game I knew of (possibly the only zombie survival game at the time). The game NEEDS DEATH. It's built around your life story. Every single life story in history and the future of this world ends with death. We got plenty of shoot-em-up zombie RPGs now that you simply wait a minute or two and respawn. PZ doesn't need to be like that.

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Problem with this suggestion is that it makes the assumption that zombification is the result of a virus. Most viral infection theories do not fly in the face of the behaviour and survivability of a zombie. I think TIS have not declared much lore regards the cause and nature of their zombies, so would be difficult to support any suggestion that infers this.

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