Meh
I am starting to get sick of all these recent articles predicting the imminent death of the games industry.
I'd like to think they're a bunch of clueless wankstains that simply don't realize the massive potential that is there for brilliant, involving, original games... and I think in a way, that's right... however, the sad reality of the matter is, they do have a point.
Because if things keep going as they are, surely we cannot sustain the industry in its current state (who would want to, anyway?) Even Nintendo don't seem to be doing anything new (every new platform just has the same Mario and Zelda games... come on, if you're not going to give us new gameplay, you could at least make a new character or something!)
Of course, what most gamers unfortunately don't realise (unless they work for a game developer), is that there is plenty of potential for new game ideas and designs... it is just potential that will never be realised within the current developer/publisher model.
New, creative, innovative games simply cannot happen because publishers will not take a risk on original titles. Its all about guaranteed revenue for their shareholders, so they're going to churn out the next game based on proven IP rather than trying something new.
Most original games designs and ideas will be kept in the bottom drawer until the developers can secure alternative funding for the projects (which might be never).
...
#7676 posted by pope on 2005/04/30 20:51:42
waluigi
Bip
#7677 posted by Lunaran on 2005/04/30 23:22:20
Frib: right.
Pope: unfortunately it's my best kept secret. :(
Frib
#7678 posted by R.P.G. on 2005/05/01 12:30:33
Yes. Except Viewtiful Joe and Killer 7. Killer 7 has yet to materialize, though.
#7679 posted by - on 2005/05/01 15:38:24
...both by Capcom, who can afford to take a few risks at making a new franchise they'll beat into the ground while making Street Fighter Alpha Omega Turbo 2, Megaman 35, and Resident Evil 71 1/2.
Capcom Makes Good Games
#7680 posted by Zwiffle on 2005/05/01 16:09:55
Over and over and over...
Ok
#7681 posted by pushplay on 2005/05/02 22:53:57
So let's say the current business model is broken. Some how the accountants got in charge and release nothing but tepid crap. People aren't entertained so they stop buying those games. The industry contracts but an alternative business model presents itself. People buy the new games, and because the new model is lucrative so it's widely adopted. The problem solves itself.
Lun: sure there are shitty movies, and there will always be shitty games. But there are also inspired movies and there will always be inspired games.
World Craft 3.3 Editor PROBLEMS
#7682 posted by KimKat on 2005/05/03 03:57:46
entities doesn't really work i think and i can't test the level i made i made an perfectly nice level and it's not working. i have counter-strike: condition zero + swat3 / I HAD HALFLIFE but deleted it from hard-drive too many MB's and more, i want anyone tell anyone bout this i want real for real stuff, like when i'm making a cubed-box and what should i do next should it be an entity that has func_block or func_wall or func_msgboard hehe' but serously i want helping instructions so i can get it to the net and stuff, i have no bsp compressor, only map. rmf. max. dxf. etc. and more of that shit.
Nice Troll There Mate
#7683 posted by czg on 2005/05/03 04:49:20
In the off chance you are serious, deleting Half-Life would surely destroy your entities, yes. Don't do that!
Cough
#7684 posted by Vondur on 2005/05/03 04:51:08
please search at www.google.com for wc3.3 tutorials, there are plenty.
it's rather boring to explain basics here when they're written all over the gaming sites like www.gamedesign.net etc etc.
Couple Of Questions
#7685 posted by than on 2005/05/03 05:26:30
Where can I get the quakeworld modification that supports coop? Trying to get some coop going on at work, but there are too many people (i.e. more than 4) who want to play. Please gimme an url that isn't fileplanet (blocked.)
Also, can someone tell me where the quake tools for radiant can be found? I've been using radiant for RTCW mapping for so long I don't want to go back to WC unless I absolutely must.
Cheers in advance. (or "well, fuck you then!" in advance, if you don't know :)
Than
#7686 posted by Vondur on 2005/05/03 05:35:01
the best qw client is www.fuhquake.net, we played coop using it w/o probs.
tools for q3 engine
http://www.shaderlab.com/
tools for q1 engine
http://user.tninet.se/~xir870k/
I Think
#7687 posted by Kinn on 2005/05/03 05:56:08
This is an obvious troll guys. Probably someone from D3W (we seem to have had quite a few trolls from there recently, I wonder why ^_~)
Bleh
#7688 posted by Vondur on 2005/05/03 06:01:02
we must protect ourselves from these creatures... we must raise giant stone walls and sturdy wooden gates...
we must train best moderators to snipe these bastards on sight...
Solution
#7689 posted by Friction on 2005/05/03 06:50:14
entities doesn't really work i think and i can't test the level i made i made an perfectly nice level and it's not working. i have counter-strike: condition zero + swat3 / I HAD HALFLIFE but deleted it from hard-drive too many MB's and more, i want anyone tell anyone bout this i want real for real stuff, like when i'm making a cubed-box and what should i do next should it be an entity that has func_block or func_wall or func_msgboard hehe' but serously i want helping instructions so i can get it to the net and stuff, i have no bsp compressor, only map. rmf. max. dxf. etc. and more of that shit.
when doing cubed-box you need that dfx. for func_rumble for rumblebox, like in wrestling you know, but only with entities, and you better get a good bsp compressor because if you don't you'll get lag and CS players will call you names, possibly in your rumblebox. also get halflife back because you need the g-man for bsp compression supervising and validation and he's a pretty good wrestler for your rumblebox too.
Trolls...
#7690 posted by generic on 2005/05/03 06:50:15
Be careful, they regenerate rapidly but are susceptible to flame.
That's what my Monster Manual says anyways...
Also
#7691 posted by Friction on 2005/05/03 06:50:54
rumblebox.
Friction
#7692 posted by Kinn on 2005/05/03 07:24:27
Talks the talk.
^_~
Friction Has
#7693 posted by Kell on 2005/05/03 07:35:26
limitlesssssssss potential......
In All Seriousness
#7694 posted by Lunaran on 2005/05/03 08:28:14
You guys oughta just leave D3W alone. We're only inviting more of the same, and you know it's just not worth it.
Let them have their forum.
#7695 posted by - on 2005/05/03 10:34:29
I don't think that was a troll, just someone with problems. Either help or ignore guys.
Than
#7696 posted by R.P.G. on 2005/05/03 11:16:31
Radiant 1.5 supports the Q1 .map format directly. Use that and compile with whatever qbsp, vis, and light compilers you want.
http://www.qeradiant.com/
Von
#7697 posted by than on 2005/05/03 11:29:26
fuhquake supports more than 4 players in coop? Is there an easy way to disable all the sfx and shit? I want high res software quake appearance, which I can obtain easily with fitzquake (METLSLIME, UPDATE IT YOU BASTARD!)
#7698 posted by gibbie on 2005/05/03 12:07:49
than: try running normal quake with -listen 16. I think this changes the maxplayers to 16.
Than
#7699 posted by bambuz on 2005/05/03 18:11:30
-Fuhquake "manual" is at fuhquake.quakeworld.nu
-You can try the gl_part_ things in console
-run with command line -no24bit
-do something to (rename?) the pak files in fuhquake/
Fuhquake doesn't have a real single player mode, it actually starts an internal zquake server and connects to it, so there's qw physics with monsters (I don't remember if the shambler rockets thing was fixed). If you want something really faithful, use zquake (fuhq's daddy), although it might not have all the latest technology.
With fuhquake you can also play qw around the world! Just get all-seeing eye to find servers. Btw just played rpgdm1 for the first time vs a friend and it rocked. Thanks to the maker and also blob who put it on his duel servers!
|