I Just Made A Great Pun On Accident
#22568 posted by Spirit on 2013/04/03 20:46:20
I Think Realism Graphics Would Be A Mistake
#22569 posted by starbuck on 2013/04/03 20:50:52
I'd love a more stylised approach though. Bioshock infinite and Dishonoured do a great job with that slightly cartoony, slightly hand-painted look. They also both do well with really physical BLAM BLAM combat. If it took itself seriously, that'd be the worst.
Dewm Fowr.
#22570 posted by Spiney on 2013/04/03 22:26:33
D3 Was Good
#22571 posted by RickyT33 on 2013/04/03 22:31:29
Lol
Wolfenstein - Earth shattering, genre defining
Doom - Even more so
Quake - Even more so
Quake II - About the same amount of awesomeness as Quake
Quake III - A tad less maybe, but still awesome.
Doom 3 - Pretty awesome
Rage - Less decent than Doom 3, but technically awesome
Doom 4 - ?
#22572 posted by - on 2013/04/03 22:59:23
id should've been shrunk into a technology developer years ago, they haven't made a good game since Quake
Doom4
#22573 posted by Spiney on 2013/04/03 23:00:27
I basically want it to be MetroidQuake with a Doom theme...
"havent Made A Good Game Since Quake"
I disagree, personally I loved Quake 2, 3, Doom 3 and Rage (although the last level was one of the most boring and underwhelming maps of any game ever). Rage is easily their most polished game but it feels like the last few levels were missing or something. I personally think Doom 2 is their worst game (which is a shame because the double barrel shotgun in that game is the best weapon of any game ever).
Wow
#22575 posted by Tronyn on 2013/04/04 03:11:02
being a fan of id and a company and their ideas stopped somewhere between quake 2 and quake 3 for me. It's all been a band rehashing their greatest hits and cashing in since then, for me.
Times have changed and the whole industry has changed. I evaluate id now the way I evaluate raven: they are doing what they think needs to be done in an industry that is now entirely different than it once was.
When every moron has a smart phone, games are no longer primarily on computer and they are also no longer primarily for smart people. There's no room left for earth-shattering, genre-defining, satanic counter-culture like Doom was, or Quake was. I have so much admiration for those guys who were able to express a Lovecraftian POV in an FPS back in the day, but even when people try to do it now, it's overdone and it certainly isn't counterculture.
Yes!
#22576 posted by than on 2013/04/04 03:42:36
We need to get czg to go fix id and get them to make a new game based in a Lovecraftian world with proper level design.
Btw
#22577 posted by than on 2013/04/04 03:47:16
I think Doom (esp. Doom 3)'s vision of hell was pretty boring, and far less interesting than the Lovecraft universe that inspired Quake.
I don't especially think that Lovecraft is overdone in games. Sure, there have been a few games that have been influenced by it, and some that are directly using it, but compared to military FPS games, the numbers are basically zero.
Willits Schmillits
#22578 posted by Spiney on 2013/04/04 03:52:07
Every game Willits directed has had terrible level design compared to Doom and Quake. Compare Q1 to Q2 to D3 to Rage. It only went downhill. Q1 SP maps despite being rushed are all little gems of level design. Q2 is a lot more flat and linear, D3 is Q2 but incredibly cramped and slow. Rage is good in a lot of ways but the mission level design is boring as hell.
Doom is nostalgia for me, Quake's 3D approach to maps pretty much made Doom's 2D layouts obsolete. Even though there's a bunch of memorable designs in it. Also when I play Doom I really miss the light mapping which adds so much to the atmosphere.
Funny how FPS level design since has became much more 2D again. Think it has something to do with the size limits and the key system.
Err Q2 Maps Are Good
#22579 posted by nitin on 2013/04/04 06:22:34
very good in fact. The only issue seems to be that they were too thematically narrow but I think that was a conscious game design decision (compared to quake).
And This Might Be Heresy
#22580 posted by nitin on 2013/04/04 06:23:41
but most the id quake maps arent that 3d. A lot of the custom maps are but I disagree that the stock standard id maps are more 3d than q2's.
HERETIC!!!
#22581 posted by Tronyn on 2013/04/04 07:16:22
All your awesome film reccomendations won't save you now!
lol.
out of e1, 3d architecture definitely let them do impressive things (though I guess even e1m5's front could be done in doom, basically), but the only really 3d layouts occur at the end of e1m2, and throughout e1m3/4.
Ziggurat Vertigo was an insane level, especially for the time, but it is a novelty, and for the id levels, 3d level design seems to have been mostly a novelty. I suspect even now, Q1SP hasn't _really_ used the potential of vertical design.
#22582 posted by czg on 2013/04/04 07:59:51
Just having monsters attacking you from slightly above helps a lot with the 3D feel really.
Having worked with making "pro" maps for a few years now, I am always incredibly frustrated by watching focus test recordings where the player actively refuses to look anywhere but straight ahead.
So many designs and ideas I've had were scrapped because some fucker with a gamepad didn't want to look up and got bored.
And on the flipside; So much time and effort has been spent on environment and events that nobody ever notices up above.
Im Not Denying That Quake Had 3d Layouts And/or 3d Gameplay
#22583 posted by nitin on 2013/04/04 08:21:20
just disagreeing that q2 had less of it in comaprison.
#22584 posted by Kinn on 2013/04/04 11:31:19
games are no longer primarily on computer and they are also no longer primarily for smart people (tronyn)
I am always incredibly frustrated by watching focus test recordings where the player actively refuses to look anywhere but straight ahead. So many designs and ideas I've had were scrapped because some fucker with a gamepad didn't want to look up and got bored. (czg)
This is the bottom line and this is why we can't have nice things. Big budget games are made for the lowest-common-denominator. All a publisher gives a shit about is profit margin, and if joe sixpack can't be bothered with a game where you have to look up, then you'll just get games where you don't need to look up. The same principle applies to other game mechanics and designs.
Maybe some indie developer somewhere will eventually make a proper Quake-style fps and bring the universe back into balance, but I can tell you we sure as shit won't be getting one from the mainstream games industry.
Need A Tester Please
#22585 posted by RickyT33 on 2013/04/04 11:41:20
100 monster base map.
Looking Up
#22586 posted by Preach on 2013/04/04 11:42:22
I always thought that the moment in Portal 2 had a fun nod to the problem of getting players to look up - literally the first thing they get you to do in the tutorial is look up and then look down. "This completes the gymnastic portion of your mandatory physical and mental wellness exercise". And it's not inappropriate for the game, as puzzles often require you to find things on the ceiling.
No Words
#22587 posted by Spirit on 2013/04/04 12:25:26
http://www.eurogamer.net/articles/2013-03-26-tomb-raider-has-sold-3-4-million-copies-failed-to-hit-expectations
3.4 million copies of Tomb Raider have been sold in four weeks, publisher Square Enix has revealed, which is not enough to hit the game's sales target.
Fellow Square Enix title Hitman Absolution sold 3.6 million units since its launch in November last year, while Sleeping Dogs sold 1.75 million since last August.
There's no mention of what the company's internal sales expectations were for the trio, just that all three missed their respective marks.
#22588 posted by sock on 2013/04/04 12:34:38
When I was at Crytek I made a 3D physics puzzle level as a prototype for a new game. The game was rough but it started at the base of a tower and involved the player constantly climbing and looking up to solve puzzles. Spent ages coming up with rope gun puzzles and large world objects to interact with and various safely nets (check points) to prevent the player falling too far down. I then did a walk through video to be presented to the top management. First comment, too vertical, xbox users don't look up! It got scrapped.
As much as we all bitch and moan about players never looking up, I don't think it is an instinct of people to look up. If you asked someone to walk along a street and then asked them to describe the roof top detail, hardly anyone would be able to describe what was there. I don't think this is a game issue but a people issue.
Don't All Shout At Once
#22589 posted by RickyT33 on 2013/04/04 12:47:56
Or I swear I will just release it un-tested.
Yeah...
#22590 posted by bal on 2013/04/04 12:48:33
For a shooter sure, but for a 3D puzzle game, is looking around really too much to ask of players?
Plenty of modern games require it, Portal 2, Mirror's Edge, Mario Galaxy...
I guess the problem is that shooters have to be nothing more than shooters nowadays, try to mix anything else into the genre and you alienate 50% of the playerbase.
#22591 posted by JneeraZ on 2013/04/04 12:49:31
I agree. When I travel, I always make a point to take pictures of the ceilings in churches and various buildings because it's just not something I ever look at normally. Then if I have to build one for a game, I at least have some damned reference. Heh.
We have that same conversation a lot with Gears levels ...
"This area is too vertical"
Grr...
Dicky, Gimme
#22592 posted by Spirit on 2013/04/04 12:52:36
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