News | Forum | People | FAQ | Links | Search | Register | Log in
General Abuse
Talk about anything in here. If you've got something newsworthy, please submit it as news. If it seems borderline, submit it anyway and a mod will either approve it or move the post back to this thread.

News submissions: https://celephais.net/board/submit_news.php
First | Previous | Next | Last
Agree 
what they should really do, is make an action game that's not-entirely-linear, with varied gameplay, for COOP. That way, you play with a few friends and plan (or not) how you play, leading to complex circumstances/interactions. Good AI would also help, if the game's supposed to be setting up interesting stories as opposed to simply arcade-type action.

By not-entirely-linear, I don't mean like MMORPGs or anything like that - I mean like Far Cry, (where there was really only 1 or 2 effective routes at any given time) except less linear (let the player decide to use vehicles or gameplay options for himself more often). 
Hm 
Shambler 
I'm not just a pretty face you know. 
 
People don't tell their friends the next day about the canned storyline they sat and watched, or the narrowly-scripted combat encounter they were led through, they tell their friends about the spontaneous events that THEY made happen.

...or at least, you reasonably feel you made happen. The end of Portal is a great example here, though you don't tell your friends about it, it still felt special to you personally. 
Portal 
I think one of the things that makes Portal work like that is the escape sequence. You have to make the decision to break out yourself, even though that's really what the designers intend you to do. 
 
...and then you realised that a) everyone else loved GLaDoS too and b) that GLaDos is an old lady. Brrr, so dirty.

HL2 was too scripted for me, I felt pushed from sequence to sequence all the time. Damn mapping!

Cave Story had a perfectly introduced story in my opinion. No long boring intro sequences with too much information to remember.

But then I think that games to not need to have a story at all. At least certain genres can do very well without. 
Scampie 
respect 
Scampie 
You spelled 'fundamentally' wrong. Your post is null and void. 
Cough Cough 
You spelled 'fundamentally' wrong.

incorrectly 
What Scampie Says 
... dovetails with Warren Spector's prime directive of game storytelling: what makes games special is that the dialog can go both ways. They don't always have to do that (see games like hl2 or cod4) but the areas where they do (deus ex) is where the fertile ground truly lies.

So what do we all see in Quake, then? :P 
Monsters Are Pretty Rad, Dude. 
 
You Don't Need Dialog 
for story telling. 
What Sounds Cooler? 
being able to slow monsters down to a crawl or teleporting a few meters in front of you (through monsters)? 
 
teleport sounds best for me 
A Gun That Teleports You To Where You Click 
but you can only click on monsters. puzzles are about how to get out of a map without running out of monsters to telefrag in the right places. 
That's... 
...a great idea. 
Oh 
the gore fountain at each telefrag would be fun too... 
Rage 
sounds like Redline (c) 1998 with up-to-date graphics, can't wait !!1 
Other Ideas 
- telefragging scrags in hard-to-reach places
- luring fiends into making leaps across gaps you can't leap yourself 
A Friend Of Mine 
made a mod like this, where one of the weapons switched your position with that of any monster you hit - pretty awesome, you could make monsters fall in lava and stuff. Your gameplay ideas take the concept a lot further though. 
Hey, Nice.... 
that is pretty sweet, especially if you have to telefrag a patrolling monster at a certain point on his path, and of course if he sees you he won't keep following the path... treating scraggs like a misc_teleporttrain basically. 
This... 
Was kind of done in the Wheel of Time gamef : there was a switch spell, was needed to get to certain areas during the single player game, or during mp, you could jump in a lava pit and quickly switch with an enemy, or also switch when you had multiple homing spells following you, thus they would follow your enemy instead. Was a very nice game mechanic. 
Cool, Someone Else Can Make It 
Okay:

"f'thagn."

How is it pronounced? Does it rhyme with "lasagna"? 
I Can Never Find This Stuff When I Need It... :P 
can someone give me the hard limits for q1 models? #verts, #faces, #edges?, anything else? 
DZIP 
I noticed some discussion about DZIP in Willem's map release and felt the need to rant, but as I haven't gotten round to playing the map yet I figured it would be rude to do so in that thread.

Why does everybody bother with DZIP? The advantage over more commonly used compression programs is pretty minimal in this day and age [with super fast internet connections and huge hard disks] so it bothers me that people bother to install DZIP at all, especially as it doesn't work on macs or 64x versions of Windows [at least, without reporting a nasty virus in the latter].

Seriously, what's the point? Is it not making an already nich� community even more inaccessible? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.