The Logic of the `Empty` label...

Post » Sun Jun 10, 2012 8:05 pm

Well it isn`t very logical is it? In fact it even defies logic for gameplay.

When I come up to an item in a dungeon and I`m about to check it and it says `Empty` I feel my time is more wasted than if I`d open the thing and saw it was empty in the first place. What was the point? Why was that chest or vase even there if I can already see it has nothing in it before even touching it?

It might as well have never been there.


Y`see, an object potentially has something in it before you look in it and part of the act of exploration and discovery is not knowing whether that item is empty or has something in. To go to a vase and see it`s already empty magically with no logical reason how I knew it was empty is downright counterintuitive and illogical.


I don`t even like things I`ve already looked into being labelled `empty`. I remember it`s empty or don`t. It`s like everything is done to stop the Player from even using his brain slightly just to recall something is empty and if he can`t remeber just look again, it takes a one-two button click! However an opened chest or lid off would be ok.

Some of you will say it`s `No fun opening something and there`s nothing inside, it`s a waste of my time`, but don`t you understand that the fundamental element of gameplay is sometimes finding something and sometimes not?

This is just one way in how not to make a game immersive, along with FT, GPS and no wear and tear.

Yea, Todd and you never dumbed down the game, I believe you. wish I could meet Todd so I could seriously tell him what he`s doing wrong and how his game would still be a success if he kept realistic elements in.


Because I don`t like to run up to something and somehow know it`s already empty.
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Tikarma Vodicka-McPherson
 
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Post » Sun Jun 10, 2012 8:44 pm

I have it so ingrained in me to hit E when I see a container that most of the time I've activated it before consciously registering the "Empty" tag. I can see it making sense for Sacks, maybe; telling at a glance whether a sack has some veggies in it versus nothing seems reasonable to me, but you're right about it being out of place on barrels, chests, and pretty much everything else. I wouldn't be sad to see it removed.
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MR.BIGG
 
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Post » Mon Jun 11, 2012 6:34 am

I agree.

While it's a "smaller" scale issue, it does make really zero logical sense.

The game is supposed to be about immersion and exploration, labeling game containers as "empty" removes the inspection process that folds itself into immersion and exploration.
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Sammi Jones
 
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Post » Sun Jun 10, 2012 5:46 pm

This is sort of a double-edged sword.

I personally like it says "Empty", it saves me time from opening a container that has nothing inside.

But others say it conflicts with their "Immersion"

Its one of those things that you cant please both types of people.
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Stay-C
 
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Post » Mon Jun 11, 2012 6:50 am

This is sort of a double-edged sword.

I personally like it says "Empty", it saves me time from opening a container that has nothing inside.

But others say it conflicts with their "Immersion"

Its one of those things that you cant please both types of people.

Easy fix:

Use one model for things that are empty.

And another for things that have something in them.

Doesn't screw with immersion and doesn't have you waste your time.
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Brandon Bernardi
 
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Post » Mon Jun 11, 2012 2:27 am

Easy fix:

Use one model for things that are empty.

And another for things that have something in them.

Doesn't screw with immersion and doesn't have you waste your time.
That makes sense,I had a mod like that for Oblivion once actually.

Anything that had nothing inside,the container would have handprints on it and chests would be opened up,and if it had items,the chest would be closed.
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Nicole Elocin
 
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Post » Mon Jun 11, 2012 12:15 am

That makes sense,I had a mod like that for Oblivion once actually.

Anything that had nothing inside,the container would have handprints on it and chests would be opened up,and if it had items,the chest would be closed.

Wouldn't even take much work.

Barrels that have no contents in them could have their lid moved slightly, or off completely. Not hard to model at all.
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Kara Payne
 
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Post » Mon Jun 11, 2012 3:58 am

I agree.

While it's a "smaller" scale issue, it does make really zero logical sense.

The game is supposed to be about immersion and exploration, labeling game containers as "empty" removes the inspection process that folds itself into immersion and exploration.
well if its "immersion" your after just turn off the HUD, problem solved.
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DAVId Bryant
 
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Post » Mon Jun 11, 2012 4:54 am

Wow, I'm sorry but people will find anything to gripe about. :shakehead:
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David Chambers
 
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Post » Sun Jun 10, 2012 6:49 pm

if you want state of the art borderline real life annoying immersion that is horrendous for gameplay, be a champ and turn the HUD off, cause that's li3k not reelistik.
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Rebecca Clare Smith
 
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Post » Sun Jun 10, 2012 6:59 pm

It's for knowing what containers you've already gone through in a room. And quite honestly, if this is a real problem that bugs you... the game must have been fantastic.
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ezra
 
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Post » Sun Jun 10, 2012 4:08 pm

You know what is annoying?
Its the same ones empty every time.
It gets noticable after youve done one dungeon half a dozen times or so, or earlier if you arent a dolt like me.
But it is the same containers every time that are empty.
As you say.
Might as well not be there.
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Kathryn Medows
 
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Post » Sun Jun 10, 2012 10:09 pm

Well it isn`t very logical is it? In fact it even defies logic for gameplay.

When I come up to an item in a dungeon and I`m about to check it and it says `Empty` I feel my time is more wasted than if I`d open the thing and saw it was empty in the first place. What was the point? Why was that chest or vase even there if I can already see it has nothing in it before even touching it?

It might as well have never been there.


Y`see, an object potentially has something in it before you look in it and part of the act of exploration and discovery is not knowing whether that item is empty or has something in. To go to a vase and see it`s already empty magically with no logical reason how I knew it was empty is downright counterintuitive and illogical.


I don`t even like things I`ve already looked into being labelled `empty`. I remember it`s empty or don`t. It`s like everything is done to stop the Player from even using his brain slightly just to recall something is empty and if he can`t remeber just look again, it takes a one-two button click! However an opened chest or lid off would be ok.

Some of you will say it`s `No fun opening something and there`s nothing inside, it`s a waste of my time`, but don`t you understand that the fundamental element of gameplay is sometimes finding something and sometimes not?

This is just one way in how not to make a game immersive, along with FT, GPS and no wear and tear.

Yea, Todd and you never dumbed down the game, I believe you. wish I could meet Todd so I could seriously tell him what he`s doing wrong and how his game would still be a success if he kept realistic elements in.


Because I don`t like to run up to something and somehow know it`s already empty.

Turn off the HUD. Problem solved.

The game is infinately better with no HUD.
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Jade Payton
 
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Post » Mon Jun 11, 2012 12:12 am

You know what is annoying?
Its the same ones empty every time.
It gets noticable after youve done one dungeon half a dozen times or so, or earlier if you arent a dolt like me.
But it is the same containers every time that are empty.
As you say.
Might as well not be there.

Indeed. It might as well just be an empty space.

Turn off the HUD. Problem solved.

The game is infinately better with no HUD.

How do you get by not knowing what your health is? It`s very difficult to know when to get out of a situation or take potions if you can`t see how hurt you are.

I dimmed the screen down as far as I could go and still see my health, but I can still see the `empty` label.

there was a mod for this in F03 but I just can`t find one for Skyrim.
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Jason Rice
 
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Post » Sun Jun 10, 2012 9:41 pm

How do you get by not knowing what your health is? It`s very difficult to know when to get out of a situation or take potions if you can`t see how hurt you are.
If your low on health,your heart starts beating faster and louder and your characters vision gets hazy. As for magicka and stamina....I guess if you cant cast a spell anymore,you'll just have to assume you have no magicka left. Same for stamina if you cant power attack or run anymore.
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Monika Fiolek
 
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Post » Sun Jun 10, 2012 2:54 pm

Even though you sort of adresses this in the OP, most people will find this annoying and complain about it, which I think is reasonable. They definately should be there though, or places would be too empty and other people will complain.
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Arrogant SId
 
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Post » Sun Jun 10, 2012 8:09 pm

You don't know its empty until you've hovered the mouse over it so you have to examine it to some extent. To me this is just nitpicking :shrug:
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lucy chadwick
 
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Post » Sun Jun 10, 2012 6:40 pm

It doesn't bother me in the slightest.
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Lory Da Costa
 
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Post » Mon Jun 11, 2012 5:19 am

You don't know its empty until you've hovered the mouse over it so you have to examine it to some extent. To me this is just nitpicking :shrug:

There`s no hovering for me. I see the message instantly as soon as I look at the chest to open- and this is even with ethe cursor switched off! Sometimes I try to look away, but that`s a total pain. That`s part of the problem.

If your low on health,your heart starts beating faster and louder and your characters vision gets hazy. As for magicka and stamina....I guess if you cant cast a spell anymore,you'll just have to assume you have no magicka left. Same for stamina if you cant power attack or run anymore.

I`ll try this, even though I sometimes get killed so quick, I doubt the heart beat will be enough warning.
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gemma king
 
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Post » Sun Jun 10, 2012 3:26 pm

There`s no hovering for me. I see the message instantly as soon as I look at the chest to open- and this is even with ethe cursor switched off! Sometimes I try to look away, but that`s a total pain. That`s part of the problem.

Just went in and checked and you're right. Never noticed that before or if I did it didn't bother me much at all but I'll bet I now notice it every time I play :cry:
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Nitol Ahmed
 
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Post » Mon Jun 11, 2012 4:41 am

Just went in and checked and you're right. Never noticed that before or if I did it didn't bother me much at all but I'll bet I now notice it every time I play :cry:
lol sorry, but I appreciate your honesty. That don`t happen much on the internets.
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Fam Mughal
 
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Post » Sun Jun 10, 2012 5:56 pm

Now that I've noticed it I think the labelling of every single tankard and wooden plate is even more annoying. At least the empty label tells me something even if it is somewhat obtrusive but I can see thats a tankard and thats a plate.
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Sweets Sweets
 
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Post » Sun Jun 10, 2012 9:58 pm

I love the "empty" tag. I still have to look at the thing to see the tag, and I know I can tell a container is empty without opening it (like tilted an empty box, for example.) So it's good and doesn't break immersion.
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Anthony Santillan
 
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Post » Sun Jun 10, 2012 6:40 pm

Sometimes I'm moving so fast I Open the thing before I'v seen it's empty
Sometimes I see that it's empty and open it anyway
Sometimes I see that it's empty and open it in the hopes that message is a decoy
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Emily Martell
 
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Post » Sun Jun 10, 2012 7:24 pm

Gah. More proof Skyrim is just for idiotic casuals. I mean, how dare they have the gall to add something like that. Seriously considering seppuku now.
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Chica Cheve
 
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