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Don't forget SS1 cyberspace!
Sigh. SS1 cyberspace is not a hacking minigame.
What exactly would you call cyberspace then?
One way to get around that would be to have time continue to pass while the player is in cyberspace, and the player being snapped out of it if they are attacked in real life. Possibly displaying a little mini-view of the real world in a corner of the cyberspace interface.
Another possibility would be to have cyberspace (which is generally wireframe and transparent anyway) overlaid over the normal view, so the player can see both at once, but is navigating cyberspace instead of the real world.
It still begs the question of how cyberspace can be made interesting as a hacking mechanic. Floating around in free 3D is kind of fun, but the SS1 cyberspace was a bit lacking in anything much to do, apart from some very dumb enemies and a time limit.I suppose one thing that might be interesting would be to have each hacking sequence consist of a puzzle in cyberspace, so that cyberspace would become a separate type of game with its own rules, almost like putting in a test chamber for Portal in as a minigame. There are two problems with that: firstly, it's a large break from the flow of the main game, especially if hacking is frequent, and the main game relies heavily on atmosphere (like SS2 does); and second, there would be a need for a huge number of unique puzzles, one for each hack, and it may just get too much if there are a lot of things to hack.
Does anyone have any thoughts?
Plus it also repeats the problem of you standing unprotected with your mind in a computer game while mutants are stalking around looking for blood.