#599 posted by JneeraZ on 2015/06/16 11:53:56
The thing is, it doesn't SEEM like it should be hard to arrive at a good base for a working formula fairly quickly. Seriously, start with this list of traits for your enemies:
- fast/slow
- hit scan/projectile (also fast/slow)
- large/small
- land based/flying
Mix and match, generate about 8 combos of those things and you should have a recipe for a Doom-like tactical experience.
But everyone defaults to "slow, hit scan, small, land based". Humans in other words.
#600 posted by JneeraZ on 2015/06/16 11:55:21
And their idea of enemy variety is pistol vs rifle, or "Oh, hey, this one has a rocket launcher!"
Are Fps Games Even Made For Replayability Anymore
#601 posted by nitin on 2015/06/16 13:31:41
at least for sp?
I think there is a good argument that most are designed for a one off 'experience' only. Hence all the overscripted stuff, animations or otherwise.
Most people I know these days only playtrhough the sp part of a modern fps once. Then move on to another game or only play mp.
#602 posted by JneeraZ on 2015/06/16 13:35:00
Not in my experience. It takes so much effort to create the worlds that adding side paths or optional objectives for future discovery isn't realistic.
They try to add replayability through scoring systems or other things that players don't really care about.
I've replayed Fallout 3 and New Vegas several times because every single time, I found something totally new I never saw before...
Thats What I Thought
#603 posted by nitin on 2015/06/16 16:23:32
so then really are game mechanics at the forefront or again things that go to the one off experience? I would say the latter.
Fallout etc I guess they are more RPS/FPS like Deus Ex no?
#604 posted by Killes on 2015/06/16 18:57:21
Maybe they are counting on mapping for Doom4 SP replayability ?
Hoping they offer more mapping possibilities than Snapmap or that it allows more than prefab usage...
I Reckon
This feels like very mass market easily accessible stuff. Designed to sell in droves. I suspect that the SP campaign won't have much replayability at all. The community and map making tool will be the focus of its replayability.
I will be interested in seeing how in depth they make the scripting tools though. That is what will make or break this I think. If some interesting or novel mechanics can be implemented into the game by the community then we might see it take off.
because people are able to look past graphical or environmental "limitations" for novelty. (see minecraft)
#607 posted by scar3crow on 2015/06/16 20:06:11
It's a bit of a vicious cycle. There's nothing to gain from a replay, so they don't, so levels with replay value get lower priority, so players don't bother replaying...
I get that games have become Hit It and Quit It. But that sucks. Unfortunately the answer always seems to be leaderboards or grinding. Which still suck.
#608 posted by Spirit on 2015/06/16 20:41:17
And on the other side you have games like Hotline: Miami where replaying is everything.
I wonder if DOOOOM will even have end level statistics and secrets.
Caoutious Optimism
#609 posted by ijed on 2015/06/16 22:06:49
Although I don't like that melee takes longer than shooting - from a mechanics standpoint that makes no sense.
And yeah... where are the projectiles...
Projectiles
Don't the imps shoot fireballs, the revs ants rockets and the mancubi plasma? Not to overly defend it, but to me it didn't look as bad as it's made out to be by some. What annoyed me most was the boring environments. Those looked pretty generic, but with a level editor like snapmap, the components have to be generic to fit together. I guess what they're trying to do is accommodate casual misdeed and mappers who can't spend a year on each map?
Revenants
Fucking autocorrect.
Also Modders
Not misdeeds.
Quadruple Slightly Drunk Post
Motherfuckers
#610
#614 posted by Kinn on 2015/06/16 22:57:20
I doubt the levels in the single player campaign were slammed together with slapmap.
I think slapmap's just a cool toy for whipping something up quick and sharing it online for likes and upvotes.
#615 posted by Joel B on 2015/06/16 23:21:42
I like "casual misdeeds", I think we should accommodate as many of those as possible.
Slapmap
#616 posted by necros on 2015/06/17 05:17:20
depends how strict the thing is... if it is freeform with option gridlock like elder scrolls game editors, then it can still allow a lot of cool stuff even with stock assets.
Those Damn Misdeeds.
#617 posted by Shambler on 2015/06/17 10:41:00
Gonna be the death of Doom4.
I think the Revenant looks really good, proper menacing. It somewhat overshadows the other monsters IMO, Hellknights or whatever they are look cool but kinda generic, Mancubi look cool but kinda comical.
#618 posted by JneeraZ on 2015/06/17 10:52:41
I love that Cacodemon.
Have They Showed The Barons Yet?
#619 posted by czg on 2015/06/17 10:58:45
Hellknight = Baron?
#620 posted by DaZ on 2015/06/17 11:49:52
or am i teh dumb
#621 posted by skacky on 2015/06/17 12:08:54
Barons are twice as tough.
Oh Yeah.
#622 posted by Shambler on 2015/06/17 12:18:03
I like the Cacos, they look kinda warped.
Monstahs
#623 posted by Kinn on 2015/06/17 12:42:38
Funny how the most interesting looking monsters (Cacos, Revenants) are the ones closest to the Classic Doom look.
The boring generic ones (Imps, Hellknights) with their Alien-inspired Doom3 Hellknight bellend-heads just look...ehhh.
Classic Imps and Hellknights would have looked killer in those grafficks.
If you pause at just the right moment in the Hell video, you can see a pinky - it looks pretty close to the Classic pinky, and looks good.
Cyberdemon looks about as threatening as a WoW character. Odd, cartoony proportions.
Anyway I sure am typing an awful lot about a game that I'm supposed to be all cynical and jaded about.
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