A few years ago I was working on a spy-action game. One of the sub-games was a lock picking section. One of the programmers ordered a lock picking kit, along with several padlocks. This of course spread through the office like wild fire. Pretty soon there were several programmers crowding round each others desk picking locks of all kinds.
What became readily apparent was where the money went between £3 and a £25 lock.
I think I can confidently say that our lock picking sub-game was thoroughly researched.
I'm curious how you ended up implementing lock-picking? The big problem I notice with most implementations (leaving aside flaws such as incorrect number of tools) is communicating the tactility of lock-picking. I've played a game (Fallout 3? I don't exactly remember) that attempted to introduce a tactile aspect through controller rumble, but the effect didn't adequately reflect the lock-picking experience.
The lock picking was awful in Skyrim. I'm not sure why they diod not stick with the model from Oblivion. The lock picking in oblivion was the best I have ever seen in a game.
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A few years ago I was working on a spy-action game. One of the sub-games was a lock picking section. One of the programmers ordered a lock picking kit, along with several padlocks. This of course spread through the office like wild fire. Pretty soon there were several programmers crowding round each others desk picking locks of all kinds.
What became readily apparent was where the money went between £3 and a £25 lock.
I think I can confidently say that our lock picking sub-game was thoroughly researched.
I'm curious how you ended up implementing lock-picking? The big problem I notice with most implementations (leaving aside flaws such as incorrect number of tools) is communicating the tactility of lock-picking. I've played a game (Fallout 3? I don't exactly remember) that attempted to introduce a tactile aspect through controller rumble, but the effect didn't adequately reflect the lock-picking experience.
Skyrim being the latest notorious example where it's featured heavily (and spiritual successor to Fallout 3, I suppose).
The lock picking was awful in Skyrim. I'm not sure why they diod not stick with the model from Oblivion. The lock picking in oblivion was the best I have ever seen in a game.