Well
#19562 posted by Tronyn on 2010/11/09 17:20:00
I hardly played Doom2 at all, I got the impression that the level design was very inferior, but the design in Doom1 was awesome, and I don't remember getting lost at all except (lol) in the corridors through slime in the bottom righthand corner of e1m6, in that picture. Doom3 was ON RAILS, a huge step backward. The picture has that exactly right. I realize Doom3 itself isn't that modern anymore and there's newer games that give you lots of freedom (Far Cry), but I agree with that criticism of what's going on. Being free to get lost means the developers aren't spoon-feeding you.
I Love Czg
#19563 posted by Spirit on 2010/11/09 20:57:11
This is one fantastic tool for 3d data/model/mesh/cloud things: http://meshlab.sourceforge.net/
Gb Makes Some Good Points
#19564 posted by starbuck on 2010/11/10 02:04:30
In terms of the general quality of scripted sequences, and the quality and detail of every type of artwork, I think that the Modern Battlefield of Duty games are just phenomenal achievements, you can see where every dollar and man hour went.
In terms of gameplay, choice, storytelling, I tend to align with Warren Spector. Incoming paraphrase copied from an article:
It's not just about game developers having a story to tell and letting the player sit through it; it's about having a subject matter to discuss with the player and making the story a dialogue between game and player.
and a quote:
"Other media can create feelings. Movies can evoke emotions. But what we do is we can offer the reality of choice."
The truth is though, that when you script a game start to finish, you get a great trailer, a great show for anyone watching over a player's shoulder, some bankable memorable moments every player will have (have you got to the bit when you hit Fidel Castro with that snowmobile?? That was siccckkk.)
In Black Ops it comes at a massive expense of freedom, an almost ludicrous lack of choice. Even running between points A and B can fail a mission if you are 20 metres ahead or behind an ally. It's hard to feel real achievement in having exploded that bunker with that rocket launcher, because it is fully obvious that you literally could not have done anything else if you wanted to continue the game.
Yes
#19565 posted by Tronyn on 2010/11/10 02:18:43
The problem is that linear is cheapest. Creating a world and a reasonable degree of freedom in that world is, in my view, the strongest experience of gameplay, but it's the most expensive. Some kind of "guided co-op" (including major commitments on the part of both players and developers) might in the future make a lot of money from a small amount of players.
In any case I'm not at all pleased with where the industry has gone, given the potential. But then, everything gets gayer over time.
Real
#19566 posted by stevenaaus on 2010/11/10 08:56:27
I think part of the problem is an adherance to a sense of "reality". Doom2 had monsters morphing in all the time. But as games "become more realistic" ... which has partly been just to show off new GPU's ... morphing enemy, and silly backtracking environments, are harder to reconcile, leading to a more linear experience.
I'm Going To Disagree
#19567 posted by nitin on 2010/11/10 09:09:53
getting lost in doom2 was not fun. It was not good design that led you to being lost but the fact that things just looked the same. Your goal was still iinear (find the corridor with the right door for the button you just pushed).
But it worked to an extent. Why? Because the game had atmosphere so that you were involved in being lost because you wanted to get the hell out of an area before something else happened.
The same applied to something like Undying which had a fair bit of backtracking that was not always clear. Some of that lack of clarity was because of design choice, some of it because of things looking the same. But like Doom2, it worked to an extent.
In most new games, there is the rails factor but there is also the lack of atmosphere factor. It's a hard concept to pin down but it is not the same as realism. You are not more involved just because something looks more realistic. The best description I can come up with is that atmosphere makes you feel some emotion.
And For The Record
#19568 posted by nitin on 2010/11/10 09:10:37
I think Doom3 had atmosphere, which is why I can forgive its many flaws.
#19569 posted by Spirit on 2010/11/10 09:13:17
The more abstract the game is, the more your own imagination and fantasy are able to (and have to) fill in the blanks. Thus making a deeper immersion possible. At least for me.
Spirit
#19570 posted by JPL on 2010/11/10 10:34:50
Fully agreed !
#19571 posted by Trinca on 2010/11/10 12:48:43
I rarely start a new game... reassons! lack of time and after some games I get bored!
Quake never been bored, at least at the moment!
The More Abstract..
#19572 posted by ericw on 2010/11/10 22:41:35
I partially agree, but maybe it's more of a sweet spot in the middle of a spectrum between ultra-abstract and ultra-realistic.
I'm not a big fan of card games (regular playing cards, at least). They're better than no game at all, but cards are so abstract that there are no blanks to fill in; there's no starting point to create a story to get immersed in. Same with other super-abstract games (chess, minesweeper, etc.)
Spirit Got It
#19573 posted by DaZ on 2010/11/10 23:14:32
Minecraft is a great example of that, and Quake also, the graphics are very basic so you fill in the missing pieces with your mind.
If minecraft had a mega-budget and "better" realistic graphics I think it would lose a lot of its personality and charm. Things you build would start looking incorrect if you used the wrong building blocks, etc. Where as now you really chose what block to use because you like the colour or texture of it, and your mind fills in the rest.
Gb
#19574 posted by - on 2010/11/11 07:37:16
I could just as easily montage a 320x200 DOOM screen next to a 1920x1280 Brink/Rage/Singularity screen and say "See?"
Having worked on Singularity, I can say with utmost confidence that most of the level design was exactly that second picture.
Maybe.
#19575 posted by necros on 2010/11/11 08:20:47
but just showing a top down of a doom map and saying 'see how complex this is' is stupid.
#19576 posted by ijed on 2010/11/11 12:13:47
This seems to be bubbling nicely but think I'll give it a stir -
I think it was mexx8 that was completely lineal - no loops or backtracking at all for an entire episode but was so clear in its gameplay style I enjoyed it more than many other maps that do have exploration.
It all depends on what the designer wanted to achieve, and how closely they held themselves to their vision.
Edge Of Chaos Hexen Mod Released For Doom 3
#19577 posted by Zwiffle on 2010/11/11 21:58:26
Holy Shit
#19578 posted by necros on 2010/11/11 22:01:05
Wow NO WAY
#19579 posted by Tronyn on 2010/11/11 22:36:35
I was sure that was dead a long time ago
Hot Damn
#19580 posted by jt_ on 2010/11/11 23:37:03
It's time to buy Doom 3.
Holy Crap
#19581 posted by DaZ on 2010/11/12 06:09:40
http://www.rockpapershotgun.com/2010/11/11/reich-here-reich-now-reich-footage/
Shame its been cancelled, that looks sooooooo fun!
Just check video 2 and 3 if your pressed for time.
Daz
#19582 posted by Vondur on 2010/11/12 07:16:17
Daaaaaamn :( Awesome videos there!
LOL.
#19583 posted by Shambler on 2010/11/12 10:46:38
That looks completely ridiculous. And pretty good.
Maybe a bit too close to Singularity + Timeshift + Painkiller tho.
Return To Castle WTFenstein
#19584 posted by starbuck on 2010/11/12 12:32:11
That first video looks like Nazis meets tron, but also there's lots of Quake symbols and a Shambler.
Video 2 they released to reassure players that the story and characters are pig-fuckingly bad. Rebel leader girl with strategically ripped shirt, who sounds like she's ordering a burrito, CHECK. Dickhead protagonist, saying self-righteous, and also retarded things very loud, check. WHY STOP THE SPACE-NAZIS, PEOPLE ARE JUST INHERENTLY BAD.
Still would probably play it. Gameplay looks suitably destructive, looks like they possibly have some sort of destrucable scenery tech in there, maybe. Not sure.
Leftfield Top 10
#19585 posted by stevenaaus on 2010/11/13 08:22:11
No Quake
#19586 posted by meTch on 2010/11/13 08:55:55
list inaccurate,
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