#946 posted by JneeraZ on 2016/01/08 21:30:14
Why continue to do something that works well? That would be foolish.
Fucking CEOs, Producers And Executive People
#947 posted by aDaya on 2016/01/08 22:48:41
Why is it mostly them who fuck everything up in terms of media?
#948 posted by adib on 2016/01/08 22:57:10
Because they are doing business, not media. As long as we live in a business based society, that's how it will be.
#949 posted by aDaya on 2016/01/08 23:09:32
But you can still do money and make media at the same time. The basic gist would be to generate enough money for the business to be still alive and enough to make your next projects.
But I guess "gaining enough money" is a curse word in the industry.
#950 posted by scar3crow on 2016/01/09 00:42:39
The CEOs, Producers, and Executive people are all developers who have climbed in the company. Two of the top people at id are Tim Willits and Kevin Cloud. As for making "enough money", not that I'm worried about their cash flow, but, employees like paychecks.
No, it doesn't take "suits" to make these bad decisions. The head of Escalation is Tom Mustaine, one of the designers of Scourge of Armagon for Quake. And the Zenimax board has the likes of Jerry Bruckheimer on it, so, artists and developers are making these decisions as well. I've seen plenty of Good Ol Fashioned Game Designers and such make very bad decisions, because, well, sometimes they aren't that smart, or they're reacting to different data than what we can see.
The "Corporate Decision" I dislike is calling it Doom. Leave the name alone, this is the 4th attempt at making Doom, two of which were great. Doom 3 was a reboot, and it didn't tread on the name.
This Is The 5th Attempt
#951 posted by mankrip on 2016/01/09 01:09:04
And Doom 64 was great. Too bad id didn't let it be called Doom III, as it would originally be. And too bad the producers didn't use a bigger cartridge, that would allow for multiplayer and the remaining monsters to fit.
Doom 64 Was At First An Original IP By Midway
#952 posted by aDaya on 2016/01/09 01:12:17
The name Doom and its assets were added for marketing appeal.
Proof?
#953 posted by mankrip on 2016/01/09 01:31:28
No articles or reviews I've read ever stated that. What I know is that it uses a modified Doom engine, multiplayer was planned but cut, the mappers were from the Doom community, and it didn't just include what the market already knew about Doom, but also extra stuff like the Unmaker, which was cut from the original Doom.
Https://en.wikipedia.org/wiki/Doom_64
#954 posted by aDaya on 2016/01/09 01:48:55
Under the development tag, with references.
#955 posted by mankrip on 2016/01/09 02:17:29
"The Absolution" was just a development title, not a different IP.
What Mankrip Says
#956 posted by anonymous user on 2016/01/09 02:43:01
Daya
Why is it mostly them who fuck everything up in terms of media?
Read about "Peter principle".
Not Sure How Relevant Gameinformer Is
#958 posted by killpixel on 2016/01/14 00:57:03
but this is pretty interesting:
http://www.gameinformer.com/p/doom.aspx
looks like they add a new article/pictures every 1-2 days or so.
I guess beth/zeni are paying quite the pennies for that level of coverage.
A Mint Sir ?
#960 posted by Killes on 2016/01/14 09:01:20
From gameinformers hands on with D4 SP :
"In the deepest southern accent I�ve heard outside of actors overemphasizing it in films, Ms. Donna offers me a breath mint, and tells me in a polite way that I better have a good time playing the game. She winks at me and I am immediately at a loss for words."
" A security guard in full police attire (gold badge and all) sits to her right, smiling pleasantly as he soaks in my awkward exchanges with Ms. Donna."
"Marty Stratton, id Software�s game director and executive producer, bounds down the hall, and whether he knows it or not, comes to my rescue at just the right time. I can�t tell if he�s smiling because he knows we just met Ms. Donna, or he�s eager to show us what he and his team have been working on over the last few years."
The mint has happy drugs in it...
#961 posted by Killes on 2016/01/14 09:09:03
Its too perfect really.
A mint from a lady: make him self conscious about breath, much higher chances of being accepted without further thought.
Everybody knowingly grinning about.
Little office tour to give time for the pill to act before taking him in to try the game.
I'm joking but then again I wouldn't be too surprised if it turned out such tactics were used on big budget games considering the $$$ vested and the importance of good press at this stage.
Sounds Like A Porn Story
#963 posted by JneeraZ on 2016/01/14 11:12:16
Not sure why we've dedicated 3 paragraphs to creeping on the receptionist but whatever...
KillPixel's Link Shows What Seems To Be The Baron Of Hell
#964 posted by aDaya on 2016/01/14 11:43:45
...or the Hell Knight considering the color scheme, or the Hell Knight has been taken from D3 like in that E3 demo and what we see here is REALLY the Baron of Hell?
Either way, looks neat. Yay for horns coming back.
I Smell Advertorial.
#965 posted by Shambler on 2016/01/14 12:23:30
Still, it does sound okay. If you ignore the hype and marketting talk. Didn't read the long articles tho, too much words.
This Goes Well With My Attitude Towards D4
Sorry for the inconvenience, but there�s an error with your location.
#958
#967 posted by Kinn on 2016/01/14 14:47:33
http://www.gameinformer.com/p/doom.aspx
Yeah I couldn't be bothered to read through all that crap either but I spent a few seconds skipping through a couple of the videos, and I'm now feeling cautiously optimistic. Could be fun.
#968 posted by mankrip on 2016/01/14 23:50:37
From some of the things they say, it seems id may be confusing "fast gameplay" with "busy gameplay".
Most of the time, classic Doom didn't have busy gameplay. But the player could run at high speeds, which was essential to explore the whole level figuring out puzzles, hunting secrets and getting all remaining items before exiting the level.
The way they're talking, it seems their concept of "speed" is solely focused on the battles. I hope I'm wrong.
Yay for horns!
Watching the other videos now.
Addendum
#969 posted by mankrip on 2016/01/14 23:52:10
"But the player could run at high speeds, which was essential to explore the whole level figuring out puzzles, hunting secrets and getting all remaining items before exiting the level" � without getting bored.
There's Also The Fact That
#970 posted by aDaya on 2016/01/15 00:11:52
the Game Design was relatively simple: you just run and shoot, you've got items, secrets, you've got to reach the exit, and there's monsters in the way.
It's simple, but the game design allow said simplicity to go beyond what is written on paper: the player's allowed to do whatever he wants from the rules, and monsters can create interesting situations, same thing goes with level design.
Here for Doom4 it feels restricted, and when you try to put restrictions (what it is my guess goes to console pandering) on a simple game design you try to add-on things to try to reach the same "depth" that happened in D1&2 (even though that depth came automatically from the player's perspective, not by artificial means).
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