Modes.
#51 posted by Shambler on 2008/06/27 13:26:06
True, I guess. I'm not sure why their presence disquiets me so much. Do you have to play them to get through the "sequential botmatch" aspect of the game?? I have got UT2k4, I can't remember though.
#52 posted by JneeraZ on 2008/06/27 14:17:37
Jago
I agree. For the home mapper it helps to have tons of wildly varying themes. Remember though that Quake only really has 4 or 5 themes in it.
Shambler
Yes, if you're going to play the single player story you're going to have to experience the other game modes.
#53 posted by Trinca on 2008/06/27 15:35:43
let�s make sence!
Quake is Quake the rest is crap
You're Crap
#54 posted by czg on 2008/06/27 15:45:44
I Think The Problem Is...
#55 posted by DaZ on 2008/06/27 15:48:58
What else can you really do with a deathmatch orientated game these days?
I mean, practically every gametype has been covered now, and new game types are typically extensions or out right rip offs of ones that came before it.
I think the most original game type ive seen in a shooter in the last 6 years or so was actually bombing run in ut2k3, and even that could be distilled down to "ctf with a bouncy flag".
Its great that companies are still trying to innovate in the deathmatch space, but I think that just about everything has been done here unless you increase your scope to a more single player orientated game with a storyline, but then that destroys the whole point of it being a multiplayer focused title in the first place.
About the themes in ut3, while there are less of them which was a down point imo, all 3 of them were brilliantly done and looked fantstic, im a huge fan of the necris stuff in ut3 it looks awesome :)But I agree with other posters that one of the cool things about previous ut games and quake was the lack of any fixed themes which made each map feel more unique and interesting.
CI475 - I'm sorry but I just do not agree that AI is not part of the gameplay. If that was true then you would not mind seeing Quake AI in games like half-life 2 / <insert new shooter here>? The AI is what makes new gameplay in many new shooters these days, as the game NPC's understand more techniques and systems better the designers can use them to bring new gameplay possibilities to the table...
Less Themes In New Retail Games
#56 posted by nitin on 2008/06/27 16:11:43
is a problem for mappers because if someone wants to do a new theme in modern engines, it's no longer just about finding/making some new textures, but a whole lot more stuff which isery time consuming.
Of course, the same applies to developers who also have deadlines etc to meet and therefore can save time by not having too many different themes.
I Wander If The Diminishing Whatever It Was
#57 posted by RickyT33 on 2008/06/27 16:11:57
of Moore's Law will ever allow totally realistic deathmatch?
Like a typical American suburban setting where players have to sneak around like Psychos, break into houses, catch people when they're "in", or stalk them when they go out...
You see I like eye candy. That's half the reason I like UT2 (and UE3 stuff) so much! Because the graphical capabilities are fantastic, and you get a good framerate to boot! Just keep ramping up the graphics, the gameplay is fine. MORE EYECANDY!!!
Bombing Run
#58 posted by Shambler on 2008/06/27 20:29:47
That was kinda cool. Yeah.
I think it's the vehicle bollox I don't get on with. I gave the demo VTCHTF map a whirl just now and it feels like a long distance mess of confusion and random deaths. If you're on foot it takes forever to get anywhere - respawn, collect necessary items, die. If you're in a vehicle you seem to be surrounded by foot soldiers managing to kill you insanely quickly. I can imagine it could work better with proper organised teamplay but....I dunno it doesn't vibe with me.
CI555
#59 posted by inertia on 2008/06/28 00:18:20
Are you mixing issues of "the rendering engine" with those of the entire "game"?
UT3 Is Aces.
#60 posted by biff_debris. on 2008/06/28 06:49:42
Well, the exclusion of Bombing Run is an unforgiveable heresy, but otherwise...
and UED is a lot easier to deal with than it used to be (when I tried mapping for Rune and UT2k4).
Inertia
#61 posted by CI475 on 2008/06/28 09:35:43
I'm tireddddddddd.
interview with carmack
http://www.gamesradar.com/f/carmack-frees-quake/a-20080603153211421011
"But in terms of first-person shooters, if you look at something like Crysis and say that�s the height of what the PC market can manage, I don�t think that�s necessarily that exciting of a direction for the PC to be going in the future."
Just after all I wrote here I found this article and I thought: finally someone that agrees with me: it's not graphics, not advanced AI, not ultra high res textures, it's a good work with good ideas that makes a good game.
DaZ: I can't agree with you. The most important thing in a game like half life 2 is the level design, where you have to explore, blast some monsters and go through the exit, not how those monsters behave. In fact I was not able to play HL2 for the poor level design if compared with doom3 or halo2, where the monsters behave in a simple way, but where the level design, helped by scripted stuff, orchestrate (am I using the right therm?) their simple behaviour.
I see that this can make to think that simple ai and scripts will kill the replayability factor, but are movies and music albums the same everytime you watch/listen to them? And yet they sound differt everytime you watch them, because they are the same, but you are not.
I prefere cube to half life 2, and quake to crysis and doom3 to bioshock. Less special effects and more game.
I'm not in contradiction with my previous post #something when I spoke of textures, music bla bla bla. And right now I can't tell you why, maybe later, or tomorrow, or never. Because I'm tireddddddddd :)---
Hmmm`
#62 posted by Shambler on 2008/06/28 13:57:13
Having said all that, last night I played botmatch in the demo VTCHGCSFD map and spent the entire game (must have been 40 minutes including overtime) in the flying vehicle, usually over the enemy base, spamming rockets below and occasionally landing on their roof to heal with the link gun. Died twice and got up to....errr Massacre I think?? That was kinda fun.
Shambler
#63 posted by CI475 on 2008/06/28 14:39:25
Cool
Hmm
#64 posted by nonentity on 2008/06/28 15:59:26
In fact I was not able to play HL2 for the poor level design if compared with doom3 or halo2, where the monsters behave in a simple way, but where the level design, helped by scripted stuff
Put. Down. The. Crack. Pipe.
Hmm
#65 posted by nonentity on 2008/06/28 16:01:08
I'm not in contradiction with my previous post #something when I spoke of textures, music bla bla bla. And right now I can't tell you why
Crack pipe.
OK, OK, I'm sorry, I won't just quote and one liner again (even if it is half the discussion on here ;)
More post coffee.
Got
#66 posted by ijed on 2008/06/28 17:51:26
To agree there - saying that half life2 had bad level design is like saying the mona lisa has a wonky smile.
Maybe the funneling is too apparant in some parts - is this going back to your earlier comments about free roaming / exploring?
Personally it'll be a matter of nanoseconds between the release of ep3 and me owning it.
Ditto That.
#67 posted by biff_debris. on 2008/06/28 19:17:43
HL games aren't big on exploration (outside of a few crates here and there) but their environments are both concise and still fully detailed and interactive.
Hmm
#68 posted by nonentity on 2008/06/29 19:19:53
OK, I accept the point about free roaming/open environments being better than linear level design in an ideal game.
However, a strong story requires certain routes/progression points in order to convey the main narrative arc of the game (I think we can agree that an ideal game would also have a well written, engaging plot). There are various reasons why a choice to tell a strong story (as in HL2) results in linear level design.
The vast majority of games that have depicted large areas outside of story relevant routes have had simple zones generally filled with dumb ai masses (zombies! (see Derrida) ;) rather than interestingly scripted encounters. The best example of this being any MMORPG game, which will literally have fields of the stupidest creatures found outside an internet forum.
While the ideal is obviously an entire world within which the main plot arc occurs, there are unfortunately pragmatic limitations when it comes to the timespans involved in human creative productions (at least, if one wishes to maintain any validity as 'art').
The only game(s) that has achieved something approaching this is the GTA series, but for Rockstar to make one city with believable, interactive non-main arc areas takes them years. To create an entire world with this level of immersion would take a lifetime.
While I concede that a choice of routes within the level design is flaw of Half-Life 2, it is far more apparent in Doom 3 and Halo 2 (the games you referenced as preferable to HL2; poor level design if compared with doom3 or halo2). This is something we have discussed many, many times on here and is a common flaw in the majority of FPS games (not that that justifies linear level design, but it does negate your point when used in a comparative argument). There is also the pragmatic arguments that non-linear level design results in increased production time (which I feel is the reason for recent FPS games being majoritively linear) and, again returning to the issue of plot progression, certain scripted sequences need to be observed/played out (and to a lesser extent item/weapon upgrades provided), resulting in the need for choke points/linearity for the designer to maintain any kind of control of the players experience of the game (yes, I'm a control freak ;)
(oh, and on re-reading CI475's posts; it's not that you contradict your previous posts, it's that you contradict yourself within the same post)
#69 posted by metlslime on 2008/06/29 22:48:23
(I think we can agree that an ideal game would also have a well written, engaging plot)
This can only be true if you've already restricted your definition of "game" to "single player games with some sort of narrative." And I guess this is where all big-budget PC/Console single player, non-sports games are trying to go nowadays, but it's not the only way a game can be.
Hah
#70 posted by ijed on 2008/06/29 23:32:35
. . . stupidest creatures found outside an internet forum.
If we're talking about an ideal FPS with story then it'd basically be HL2 but with branching narrative.
You do something different in the game at some point - go left instead or right, or fail a mission and allow something important to be destroyed (or someone killed eg. Alyx's dad) and the plot goes off in a completely different direction.
The reason that it's not done very often is because it's a bastard to get right and isn't 200% the effort, more like 250% (per branch).
But that'd be the ideal, for me.
#71 posted by JneeraZ on 2008/06/30 01:07:19
"The reason that it's not done very often is because it's a bastard to get right and isn't 200% the effort, more like 250% (per branch). "
Exactly. It's hard enough to get the base game done with the one path - never mind adding a bunch of content that most people will never see if they don't replay the game several times. Oy. :)
Hmm
#72 posted by nonentity on 2008/06/30 05:39:55
And even in games where there is a 'choice' of outcomes (a la Deus Ex, Silent Hill series, etc), the plot is only really effected at a few key points, most of the time it doesn't matter what you do as far as plot goes. A game where every little decision effects the plot? I'm not sure that's even possible given current tech (you'd have to be verging on making a realistic model world/humanity at that point).
Although I do like the idea of a game in which one of the possible outcomes would be;
"you remember that 27th random guy you killed in the spree you went on after getting bored of the tutorials? Yeh, well he was the guy who was supposed to betray the bad guy and give you the codes to the uber-l33t-underground-base-o'-doom. Unlucky"
(complete freedom of narrative remember ;)
Hmm
#73 posted by nonentity on 2008/06/30 05:47:13
I'm aware this is a double post, but I wanted to seperate these points (the previous is just my comment on non-linear narrative to ijed/Willem).
I think metl raises a very interesting point that an all encompassing, uber sandbox with professionally written dialogue/plot (note, not self indulgent fappery by a games designer (hai MGS4) isn't necessarilly the ideal game. What about just plain fun? What about mindless escapism for 30 minutes without having to care about x, y or z's life story? What about the joy of simplicity or lateral problem solving? Is it possible for the 'ideal' game to include all these elements as 'sub games' (kinda like the GTA arcade machines but better)? Is any given genre of game 'more ideal' or could the ideal game combine the existing genres (rts+fps+rpg+puzzle+sport game, etc)? Will Batman escape from the evile clutches of the Joker or will the clown prince of crime have the last laugh?
Tune in tomorrow when I'm not sleep deprived and mildly intoxicated for more thrilling self-indulgent pretention
But
#74 posted by ijed on 2008/06/30 06:20:45
That was HL2, for me at least. A bit of everything.
Multi-branching storylines are doable with current tech, the reason why they're rare is that putting time into a story, unless its an RPG is seen as a waste of money. Expanding on a storyline always has trouble because the producers won't like the branches, gaurunteed.
"What, so they player can end the game a murderous evil bastard? No, make it so it ends the same but the character feels a bit guilty." ~20 seconds of different cutscene.
Grindspire/nonentity:
#75 posted by metlslime on 2008/06/30 08:31:27
Is it possible for the 'ideal' game to include all these elements as 'sub games' (kinda like the GTA arcade machines but better)? Is any given genre of game 'more ideal' or could the ideal game combine the existing genres (rts+fps+rpg+puzzle+sport game, etc)?
That definitely seems to be the trend. We seem to be converging on uber-games that contain all other games. Moving from "roller coaster" games to "theme park" games -- like world of warcraft, for example, which combines all the things you might have once done outside the game, so you never have to leave -- chat channels so you don't need to hang out in IRC, auction houses so you don't need ebay, lobbies where you can hang out waiting for a raid group to form up, etc.
And GTA has the same sort of theme park idea going -- you can play the entire game of Crazy Taxi, for example, just by getting in a cab (in one of the sequels, at least.)
This is an good development in one way (more immersive, epic worlds you can lose yourself in, more open worlds where your choices matter, etc.) But it also changes the playing field -- few developers have the expertise, resources, and existing market positioning (a known brand) to be able to compete in that space. In a sense, if one theme park game (like GTA) contains every games game you would want to play, right down to Tetris, Mortal Kombat, Gran Turismo, and Madden '08, then that's sort of a monopoly situation where you're getting all your games from the same source. Nobody can make a better tetris clone and compete with GTA 5, because to compete with GTA 5 you need to compete on all features. And if someone already bought GTA 5, they have less incentive to buy another tetris clone, if it's only somewhat better.
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