[Suggestion] Death Row aesthetics and Mechanics

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ORCACommander
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[Suggestion] Death Row aesthetics and Mechanics

Postby ORCACommander » Sat Mar 28, 2015 2:15 am

since twitter was a poor place of expression I thought i would leave a more fleshed out version of my idea ere.

First a bit addition to the atmosphere. When it comes and the lever is pulled have the power dim all the lights prison wide for about 10 seconds. In the video it was a rather instant transition from alive to dead.

Second is a bit on the heat mechanics. Sometimes a scheduled execution should make the prisoners want to riot more. especially if the prisoner has legendary status or is well liked if you ever add a popularity feature further if the inmate is also marked for death some prisoners may want to break the lock down and try at the last minute to kill him themselves.

Third. I think the detail needs a little working. Chief and warden should head straight to the chamber, a workman should conduct the tests in the chamber and 2 armed guards and the spiritual leader should provide escort down the green mile.
DaniDE
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby DaniDE » Sat Mar 28, 2015 12:22 pm

Imho the death of a human - though it´s a game - should not be celebrated with additional "aesthetics". An unspectacular execution is a good way to have it implemented, so I think it should stay like it is - to avoid unwanted attraction.

On the other hand, I agree that PA needs some work on the riot mechanics, because it just feels wrong that I fear more about guys who dig kilometers of tunnels with their plastic spoon than about rioting prisoners. I could imagine a legendary prisoner who is about to be put to death should add a certain riot percentage chance per every stage of the execution process or something like that.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby knoest26 » Sat Mar 28, 2015 7:53 pm

I do agree the mechanic needs some polishing. A workman should test the chair, the hallways should be empty, there should be some kind of animation for his death. But the overall concept is really good
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby rsdworker » Sat Mar 28, 2015 8:47 pm

i agree - hallways in prison should be cleared but its shouldn't flare up the anger when its locked down for Death row

Chief and warden should went to execution chamber not to cell also there should be a separate room for visitors to sit and see the death happening

also some death rows have showers and yards - guards should escort them to places where prisoner goes to in handcuffed
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby Sumurai8 » Sat Mar 28, 2015 10:52 pm

I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby TheCanadianVending » Sat Mar 28, 2015 11:23 pm

Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


You see though, that's the thing with death. It's very gruesome
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby ORCACommander » Sat Mar 28, 2015 11:44 pm

DaniDE wrote:Imho the death of a human - though it´s a game - should not be celebrated with additional "aesthetics". An unspectacular execution is a good way to have it implemented, so I think it should stay like it is - to avoid unwanted attraction.

On the other hand, I agree that PA needs some work on the riot mechanics, because it just feels wrong that I fear more about guys who dig kilometers of tunnels with their plastic spoon than about rioting prisoners. I could imagine a legendary prisoner who is about to be put to death should add a certain riot percentage chance per every stage of the execution process or something like that.

Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


Perhaps a poor choice in words but it should look like something happened. we need a visual or auditory feedback for when the deed is done because that is how our brains work. Reread what i wrote and you will notice what i suggested is rather on the artistic side and not gruesome for the sake of death. its very similar to a shot in the movies where the death happens off camera.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby tonz18 » Sun Mar 29, 2015 12:02 am

I believe a good idea for the atmosphere (animation) of the death would be to have all the lights in the prison go off for 2-3 seconds (even a flicker or 2). That way you have a visual feedback without a gross animation.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby Sumurai8 » Sun Mar 29, 2015 12:38 pm

ORCACommander wrote:
DaniDE wrote:Imho the death of a human - though it´s a game - should not be celebrated with additional "aesthetics". An unspectacular execution is a good way to have it implemented, so I think it should stay like it is - to avoid unwanted attraction.

On the other hand, I agree that PA needs some work on the riot mechanics, because it just feels wrong that I fear more about guys who dig kilometers of tunnels with their plastic spoon than about rioting prisoners. I could imagine a legendary prisoner who is about to be put to death should add a certain riot percentage chance per every stage of the execution process or something like that.

Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


I see.

Perhaps a poor choice in words but it should look like something happened. we need a visual or auditory feedback for when the deed is done because that is how our brains work. Reread what i wrote and you will notice what i suggested is rather on the artistic side and not gruesome for the sake of death. its very similar to a shot in the movies where the death happens off camera.
TheCanadianVending wrote:
Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


You see though, that's the thing with death. It's very gruesome


Death itself isn't. The current implementation isn't. It makes me think about what I do, but does make it particularly gruesome to watch. I don't play Prison Architect to be grossed out. It is a simulator.
andrehsu
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby andrehsu » Sun Mar 29, 2015 2:08 pm

I also feel that the lockdown isn't necessary. Maybe only clear the hallway in which the prisoner would walk?
ORCACommander
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby ORCACommander » Sun Mar 29, 2015 10:02 pm

Sumurai8 wrote:
ORCACommander wrote:
DaniDE wrote:Imho the death of a human - though it´s a game - should not be celebrated with additional "aesthetics". An unspectacular execution is a good way to have it implemented, so I think it should stay like it is - to avoid unwanted attraction.

On the other hand, I agree that PA needs some work on the riot mechanics, because it just feels wrong that I fear more about guys who dig kilometers of tunnels with their plastic spoon than about rioting prisoners. I could imagine a legendary prisoner who is about to be put to death should add a certain riot percentage chance per every stage of the execution process or something like that.

Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


I see.

Perhaps a poor choice in words but it should look like something happened. we need a visual or auditory feedback for when the deed is done because that is how our brains work. Reread what i wrote and you will notice what i suggested is rather on the artistic side and not gruesome for the sake of death. its very similar to a shot in the movies where the death happens off camera.
TheCanadianVending wrote:
Sumurai8 wrote:I don't want to see an animation for the prisoner's death. I do not look forward to seeing a prisoner twitch in his chair one last time before he dies, or possibly be cooked and burned if it doesn't go quite as planned. Prison Architect is not a horror game.


You see though, that's the thing with death. It's very gruesome

Death itself isn't. The current implementation isn't. It makes me think about what I do, but does make it particularly gruesome to watch. I don't play Prison Architect to be grossed out. It is a simulator.

Nothing I have written or suggested in this thread would imply that I was asking IVSoft to go Scanners on the condemned.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby xlr8films » Sun Mar 29, 2015 11:29 pm

Insofar as twitch/lightning/graphics... it should be an option in the menu like most other games. You want it? Check the box. Don't want it? Don't check the box. Just my opinion.

ORCACommander wrote:Second is a bit on the heat mechanics. Sometimes a scheduled execution should make the prisoners want to riot more. especially if the prisoner has legendary status or is well liked if you ever add a popularity feature further if the inmate is also marked for death some prisoners may want to break the lock down and try at the last minute to kill him themselves.


A year ago there was mention of gang affiliation in the save files. I don't know if this is still the case as I haven't opened mine in a long while. But that would tend to make a larger sense on the whole: Execute a member of "Th3 Skrullys" and the rest of them go ape in their cells. That sort of thing. Would work well with the Status tag, too, I would think.
ORCACommander
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby ORCACommander » Mon Mar 30, 2015 12:33 am

ya they have not mentioned gangs in a few months now. I think its on their nebulous "To Do list"
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby Person012345 » Mon Mar 30, 2015 8:51 pm

I kind of like the idea of the lights dimming momentarily, it kind of gives it a finality, that's when you killed a man. It shouldn't be some spectacle, just a brief flickering of the lights.
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Re: [Suggestion] Death Row aesthetics and Mechanics

Postby snarst » Tue Mar 31, 2015 9:55 pm

rsdworker wrote:i agree - hallways in prison should be cleared but its shouldn't flare up the anger when its locked down for Death row

there should be a separate room for visitors to sit and see the death happening


You just need a door connecting the two room and you can make both rooms count as the execution room. Just add windows. Or not, I went through two executions before I realized I forgot to install them. The witnesses had just been staring at a wall. :lol:

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